Light Pens And Graphics Tablets: How To Use Them
COMPUTE!
The Leading Magazine Of Home, Educational, And Recreational Computing
$2.95
May
1984
Issue 48
Vol. 6, No, 5
£2,25 UK S326Canado
02W3 __
ISSN 0194-347X ®
V'
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May 1984 Vol. 6, No. 5
FEATURES
20
34
40
44
The Digital Palette: Fundamentals Of Computer Graphics Selby Boteman
Light Pens And Graphics Toblets:
New Woys To Connmunicate With Your Computer Kathy Yakal
The Inside Story: How Graphics Tablets And Light Pens Work Ottis R. Cowper
Realtime Dreaming With Mike Newman Selby Boteman
EDUCATION AND RECREATION
58 3-D Plotting Tim R. Colvin
74 Picture Perfect ForAtori And Commodore 64 CoyV. Ison
82 64 Hi-Res Graphics Editor Gregg Peele
88 Snertle Soori Sivokumaran
REVIEWS
123 Pitstop ShoyAddoms
124 Panic Button For VIC And TRS-80 Color Computer Michael B. Williams
COLUMNS AND DEPARTMENTS
6 The Editor's Notes Robert Lock
10 Readers' Feedback The Editors and Readers of COMPUTE!
126 Questions Beginners Ask Tom R. Holfhill
128 Computers And Society: Computers In The Workplace David D. Thornburg
132 On The Road With Fred D'Ignazio: The Morning After, Part 1 Fred D'Ignazio
136 Learning With Computers: Reody-To-Run Magozines J.B. Shefton and Glenn M, Kleiman
140 The Beginner's Page: A Random Leap Richard Mansfield
148 INSIGHT: Atari Bill Wilkinson
159 Programming The Tl: File Processing, Port 3 C. Regena
162 Machine Language: A Program Critique, Part 2 Jim Butterfield
168 64 Explorer Larry Isaacs
THE JOURNAL
106
142
147
153
165
171
173
176
178
179
180
181
184
190
192
Pentominos: A Puzzle-Solving Program jim Butterfield
BASIC Style— Program Evolution Jim Butterfield
VIC/64 Me mdata Michael M. Milligan
A BASIC Cross-Reference jim Butterfield
Atari Softkey Thomas A Marshall
Atari Line Check Utility Ed Sisul
Commodore Word Wizard JoeW. Rocke
The Automatic Proofreader For VIC, 64, And Atari
A Beginner's Guide To Typing In Programs
How To Type COMPUTEI's Programs
CAPUTEI Moditications Or Corrections To Previous Articles
MLX Mactiine Language Entry Program For Commodore 64
News & Products
Product Mart
Advertisers Index
NOTE; See page 179
before typing In
programs.
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EDITORS NOTES
This month, Richard Mansfield,
senior editor o/COMPUTE!, expresses
some concerns in this guest editorial
about the way progrannning is
taught i)i schools.
Robert Lock
Editor In Chief
Which computer language is
best? Ask that question at a com-
puter club and you're sure to
start a debate. But computer
users rarely have much choice in
the matter. If you buy a personal
computer, you'll get BASIC. It's
usually built into the computer.
If you learn programming at
school, you'll get Pascal. It's
built into the curriculum.
Of course, other languages
can be purchased for personal
computers and are sometimes
taught in schools, but BASIC
and Pascal are by far the most
common ways that most people
are learning to communicate
with computers.
Why is it that Pascal isn't
built into consumer computers
and BASIC is frowned upon by
academics? What's the difference
between these languages? Is
Pascal the easier language to
learn? Or is it just the easier lan-
guage to teacli .
The goal of a teacher is to
pass knowledge, even wisdom
sometimes, to the student. Good
teaching accomplishes this trans-
fer with a minimum of damage
to the student's creativity and
freedom of thought. But like all
human activities, teaching can
go awry.
On the first day pf driver
education, the teacher told me
and the two young women in
my group that we couldn't get
into the car until we'd promised
to follow the Three Rules of Good
Driving. Evidently there had
6 COMPUTE! Moy19&l
been some hair-raising moments
in the past and these rules were
for everyone's safety. 1. Keep
your eyes on the road at all times.
2. Keep both hands on the wheel
at all times. 3. Always use the
turn signal, but also roll down
the window and signal with
your hand too. This last rule
struck us as perhaps excessive.
For one thing, we'd never seen
anyone driving like that. And
doesn't rule 3 violate rule 2?
Never mind, that's the way
to drive. As the weeks pro-
gressed, other strange rules were
added: Don't adjust the mirrors
or the seatbelt while in motion,
never converse with other pas-
sengers, and so on. We followed
the rules, but of course dis-
covered later that these were not
realistic guidelines. Some of
what we had been taught were
the Rules of Good Driver Educa-
tion, as distinct from rules of
good driving.
I suggest that Pascal is not
easier to learn than BASIC. Nor
is Pascal more flexible or faster
to program in than BASIC. In
fact, Pascal has no significant
advantage over BASIC save
one — it is easier to grade.
That's because Pascal and
languages like it stress structured
progranming. Pascal has more
rules than BASIC. For example,
in BASIC you can create variables
anytime vou want to. Just say
INCOME = 15000 and that's that.
In Pascal, you must define your
variables at the start of the pro-
gram. You must declare whether
they're integer, string, floating
point, etc.
Another rule associated with
Pascal is program formatting:
Loops should be indented, each
programming event should be
on its own line, and subroutines
should be set off by additional
spacmg.
A third rule is possibly the
most confining: You are not al-
lowed to GOTO. In BASIC, this
command allows you to branch
to any other instruction in the
program. And you can keep on
branching at will. Pascal permits
branching, but you must always
return to the place from which
you branched.
Forbidding GOTO branches
is the keystone of structured
programming, and it has an im-
portant effect on the way a stu-
dent approaches programming.
Before actual programming can
begin, the programmer must
plan the structure of the pro-
gram. This is analogous to the
requirement imposed by some
English teachers that no one
should begin writing an essay
until they've first constructed
a detailed outline. In Pascal
classes, flowcharts abound.
Pascal, of course, is not a
terrible way to program com-
puters. And BASIC isn't perfect.
They differ mainly in the psy-
chological effects they have on
programmers. But if the primary
virtue of Pascal is that it is the
easier language to teach, maybe
some questions should be raised.
The most important question
might be — is Pascal the best lan-
guage to learn?
What's worrisome about
Pascal's emphasis on preplanning
and its blizzard of rules is that
such academic programming
might be the only experience
many people will ever have with
computer programming. They
might assume that all computer
languages are restrictive. They
might never go on to discover
that communicating with com-
puters can be an exceptionally
rewarding, even entertaining,
pastime.
follow our path to
the future of
home computing.
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Comcisie Pdrtonai Accognnni Eoumale L.jni Pen Piayj.ouno So!l*3re ana Aipnaosi Ccmsiruclion Set ape tfademaiKs or Fuiurenouse Inc Boi UTO Chapel HiII nc 27514 Com-
moatjfc 6JpVic 20 Aiit, THS 80 Color ana IBM PC ir a>e legisleita iraaemariis ol CommMo.e Eledromcj LIO Man. Inc Tan(l» Com ano Iplemalionai Business Macnmos Com 'esBec.
lively
; Publisher
fditor In Chief
DifeclorolAdministrotion
Gorv ^ Ingetsoli
Robert Clock
Alice S Wotfe
Senior Ecfifor
ManogingEdilor
Produciion Direct or
Production Edilor
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John Krause, George Wtller
Charles Bronnon
Dan Carmichoei. Robert Sims
Todd HeimorcltSelbv Botemur
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Jetl Homdoni, Kevin Martin.
Chris Poer
Mcrt< Tutt^e. David Florance,
Kevin Mytfytyn
Juonita Lews. Jocn i^ouJeou
Becky i-iQlL Ether aiver.
Dwight Smith
Vlcki Jennings. LaufQ
MocFodden. Julio Fleming
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Jim autterfteld.
Toronto. Conodd
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Greensboro. t^C
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21V Carter tJood S.W.. Roanoke. VA 24015
Dowd Thornburg .
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Bill Wiikinson
COMPUlEl's Book Division
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Artists
Step In en levy
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Randali Fosner
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Aisislani Carol DidteiSOn
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irmaSwnin
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Oe Potter
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Horry Blair
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r?oop. Debi Goforth. Jen no
Nosh, Elizobeth While.Sytiil Agee
Jim Coward. Larry O'Conrrar.
Dei Rees, John 6. McConnelt
Eric StQiey. Som Parker.
Eddie Rice, Dcwid Hensiey John
Archilxild, Mary Spragje (Moil
Room Coordinator]
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Assistants
Leon Stokes
Joan Connpton. Chris Cain
Vice President, Finance &.
Planning
Director. Finance & Planning
Controller
Ac coun t ing Assista nts
Assistants
Paul J Megiioio
R Steven Vetter
James M Hurst
Linda Miller. Dons Hail
Ji!l Pope, Anno Harr«s. ETiilie
Covil. Anne Ferguson, Pot Fulier.
TroceyHutchins
Robert C. Lock Chief Estecuttve Ofticer
<^rv R. Ingersoll. President
Paul J. Megtiola. Vice President. Finar^ce and Planning
Debi Nosh. Executive Assistant
Ccssandra Robinson, Assistont 5vC^^^
Coming In Future Issues
Choosing The Right Printer
A Survey Of Inexpensive
Printers
Three Challenging Games
For Several Computers:
Pests, Devastator, And
Olympiad
Lightning Sort
All About Commodore
Cassettes
Atari Mocrodos
And Much More...
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lor publication in COiVIPUfTE' will be returned if outhar provides o self -addressed, stomped envelOF>e. Programs [on tape or
disk] must Qccompony eoch submission. Printed listings ore optional, but helpfut Artides should be furnished as typed copy
[upper- and lowercase, pieose) wrth double spacing fach pageol your orticie should t^eor the title of the article, dote and
name of the author, COf^^PUrEI ossumes no llcblllty for errors in articles or odverti semen ts. Opinions expressed by authors are
not necessarily those ot COIvlPUTEt
PFT. Ci^. viC-20 and Coir-.modOfG 64 cie Ircdemcrks ot
Ccmmodore Business MGcnines, ir.c , ond'of Commcdoie Fiecfoncs i,imitcd
Ar^le IS c rroae!Tncr!( ot Apple Compurei ConiDanv
ATARI b o tiDderrrarl* ot Atoil. Inc
vo^'ifl. !5 a trodemofk erf Teiias Insmjir^rts. Inc
' S'^z S^cli CcJor ComDgler -^ a Iicde-Tirak □! Tcnay. Inc
8 COMPUTE! rv4ay1984
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READERS' FEEDBACK
The Editors ond Reoders of COMPUTEi
Can Disks Be Mailed?
Should disks be mailed, and if so, what is the
proper way to mail them?
Brian Mangan
Disks can he mailed, as km^ as they are enclosed in a
snugli/ fitting, rigid package. Many office supply stores
sell padded jackets (called tnailers) especially made for
5V4-iuch disks. Also, for what it's worth, many users
ivrite a message on the outside of the mailer, to warn
mail handlers that the package contains a magnetic
recording which can be damaged by electromagnetic
fields.
Commodore Sequential Append
I recently made a discovery that 1 think will help
programmers using Commodore disk drives to
create and use sequential files. In addition to writing
a sequential file (OPEN 2,8,2, "SEQFILE,S,W")
and reading a sequential file (OPEN 2,8,2,
"SEQFILE,S,R"), it is possible to append a se-
quential file. This is a great help; rather than
having to rewrite the entire file when additions
are made (OPEN 2,8,2,"f" 0:SEQF1LE,S,W"), all
you have to do is use an A in place of the W when
you open the sequential file for writing: OPEN
2,8,2, "SEQFILE,S,A". The DOS finds the end of
the file and simply adds on the new data. You
use the regular PRINT#2 statement to accomplish
this.
Steve Gibson
Disabling The Atari Break Key
I want to inform your readers about a technique 1
discovered that disables the Atari's BREAK key,
but does not need to be reexecuted after each
GRAPHICS command. It is so simple that I wonder
why no one has ever mentioned it, or if it conflicts
with something that I have not yet found out:
POKE 566,143:POKE 567,231 to disable
and
POKE 566,84:POKE 567,231 to enable
The preceding statements change the BREAK key
interrupt vector to point to address 59279 ($E73F)
which contains a machine code PLA and RTI in-
struction used by the OS. This method will work
10 COMPUII! May 1984
only with the OS B ROMs, which contain the in-
terrupt vector for the BREAK key.
Neil Weisenfeld
ATI Quit Fix
Have you ever hit FUNCTION -f- instead of SHIFT
+ while you are typing in a program? It's ex-
tremely frustrating to see all your work go down
the drain. Here's a way to disable the QUIT key
on the TI.
To do this you will need either the Mini Mem-
ory or Editor/ Assembler cartridge or Extended
BASIC and the 32K Memory Expansion. This is
because the console BASIC does not contain the
CALL LOAD subprogram (better known as
POKE). Whenever you turn your computer on,
type the following line in the command mode:
CALL LOAD(-31806,16). This will disable the
QUIT key. If vou are using Extended BASIC, use
CALL INIT::CALL LOAD(-31806,16). If you wish
to return to the Master Title Screen, you can still
do so by typing BYE.
Credit for this information goes to the docu-
mentation that comes with the TI Forth package.
By the way, does anybody know of a compre-
hensive memory map for the TI?
Davin A. Trulsen, Jr.
What's An EPROM?
I would like to know what EPROMs are and what
they are used for.
Bob Cullen
EPROM stands for Erasable Programmable Read Only
Memory. EPROMs are memory chip's which can "re-
member" programs even when the cotnputer's power is
sioitched off. Important machine language programs
like the BASIC language or the computer's operating
system are often permanently stored in ROM, but stand-
ard ROM can be programmed only once (lohcn the chip
is made). EPROMs, on the other hand, can be pro-
grammed by any computer user with a relatively simple
peripheral device, the EPROM programmer. EPROMs
can also be erased by exposhig them to ultraviolet light.
You could use an EPROM to store any machine lan-
guage program you use frequently — even to make your
ozt^n game cartridges.
Thanks To CompuServe's
CB Simulator,
"Digital Fox" Accessed "Data H ari"And
Proceeded To An"Altared"State.
The CB Simulator, where
CompuServe Subscribers can
Access Friends and Influence
People on 72 Different
Channels.
Just pick your handle and get
on line. From math to matrimony,
there's always someone out there
who speaks your language. Friends
from all over the U.S. and Canada are
at it 24 hours a day. Talking tech or
just having fun. And if you've got a
secret, just use the CB Scrambler.
That'll fool the "lurkers;' those CB
"see it ails" who get their kicks
by watching. Or you can always use
the private talk mode for guaranteed
one-to-one conversation.
The CB Simulator is just one
of CompuServe's many electronic
communications options that
include a National Bulletin Board,
Professional Forums and Electronic
Mail. Plus, there's a world of on-line
information and entertainment all
for the price of a local phone call
plus connect time.
You can access CompuServe
with almost any computer and
modem, terminal or communicating
word processor
To receive your illustrated
guide to the CompuServe Information
Service and learn how to subscribe,
call or contact:
CompuServe
Consumer InlormalionSerutce, PO Bon 20212
5000 Ariinqion Cenire Bus,. Columbus, OH 43220
800-848-8199
lnOri[ocail6i4-457-0B02
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64 Sprite Collisions
I have a Commodore 64, and am having trouble
with collision detection with sprite graphics. I use
the following line to check for collisions:
IF {PEEK(53278)ANDX) = X THEN action
This is easy to convert to machine language. In all
of my programs, this statement is unreliable.
Sometimes it detects a collision between two
sprites when they aren't colliding, other times it
doesn't detect a collision when they are touching,
and other times it works just fine.
I've read in past articles that this problem
may be caused by "sparkle" on the 64, and that
the solution to the problem is to relocate screen
memory. I tried that, and it didn't help.
I've also found that by putting a PRINT
PEEK(53279) in my programs, the collision regis-
ters work every time. But I don't know how to
PRINT a PEEK in machine language.
Eric Rotenberg
First, sparkle can cause spurious collisions with sprites,
but yoii have to relocate the character set, not the screen,
to disable the sparkle. Second, be aware of the nature of
the collision register. U is set when two sprites collide,
and stays set, even after the sprites have moved away
from each other.
Also, the register is cleared whoi i/ou try to read
it, so you can't keep doing an LDA or a PEEK to check
for different collisions. The first PEEK resets the reg-
ister. If the sprites are still touclting, they will then set
the collision register again. When you are checking
for a collision, save the results of the first PEEK for
later use.
BASIC B For The Atari 400 And 800?
1. Is Atari going to make a Revision B of BASIC,
as found in the new XL series on cartridge or other
form for the 400 and 800 computers?
2. I've been having trouble with my BASIC car-
tridge. Pac-Man works just fine, but when I plug
in BASIC, either the screen goes blank, or I get
two clicks and the screen goes blank, or it goes
right into memo pad mode. This happens after I
put in any other cartridge. Can anyone help me?
Kevin Bailey
As far as ive know, Atari has no plans for offering an
upgraded BASIC.
Even though ROMs are sturdy, solid-state devices,
they can be damaged by static electricity or by being
dropped. It's a good idea to ground yourself (hy touching
something made of metal) before you operate any com-
puter equipment. But your BASIC'S not necessarily
bad. You may just need to clean the contacts.
Normally, the contacts are not exposed, but you
can stick a pencil or paper clip into the slot to lower the
12 COMPUn". May 1984
protective hood. Then, using a swab and rubbing alcohol,
thoroughly clean the contacts, then let the cartridge
dry. Incidentally, this is also a recommended procedure
for your Operating System board and other RAM
boards. You may also want to try some TV tuner cleaner
in place of the rubbing alcohol.
We don't knoiv of any problems with one cartridge
leaving the machi)ie in a state that prevents it from
running another cartridge, especially since the power is
cut off between cartridge changes. If any other readers
are having similar problems, or have a cure, please
lorite in.
Slow Tl BASIC
In his review of Robot Runner for the TI-99/4A in
COMPUTE!, January 1984, Tony Roberts stated that
games written in BASIC on the TI are notoriously
slow because the microprocessor can't interpret
BASIC fast enough. I want to clear up any impli-
cation that the TMS9900 CPU in the 99/4A is at
fault.
TI BASIC is indeed slow, due to the unusual
architecture of the machine and the design of the
BASIC interpreter. First of all, the RAM in which
BASIC programs are stored is not CPU RAM. The
16K of RAM in the 99/4A is maintained by the
TMS9918A video display processor (VDP). There
are only 256 bytes of CPU RAM in the 99/4A
console.
Every time the microprocessor accesses or
RUNs a BASIC program, it must request the pro-
gram from the VDP one byte at a time, one state-
ment at a time. This causes a great increase in
execution time, because the microprocessor must
wait for the VDP. While the TMS9900 micro-
processor is a word-oriented (16 bits) chip, the VDP
works in bytes.
The second reason why TI BASIC is so slow
is that the interpreter itself is not written in
machine language. It is written in another high-
level language known as Graphics Programming
Language, or GPL. The GPL interpreter is also
built into the 99/4A console. Thus, whenever a
BASIC program is RUN, a double hiterpretation
takes place. This is similar to writing a BASIC
interpreter in BASIC for an IBM PC. It is really
amazing that the TMS9900 can run BASIC as fast
as it does, considering.
Chris Clark
Use Of COMPUTE! Programs
Concerning the "Readers' Feedback" of Sep-
tember 1983, you stated that the programs in COM-
PUTE! are not in the public domain, and that only
people who own a specific issue of COMPUTE! can
have access to the programs in that issue. My
question is, what if a computer club takes out a
'■■Mm^m^
A SOFTWARE
STAR IS
BORN
A Prentice-Hall Company
11480 Sunset Hills Rd.
Reston,VA 22090
Available at your local bookstore and computer retailer, or call us at
(800) 336-0338
MovieMaker'" brings the art of computer animation to your Atari
Home Computer^. And turns you into the director. No
programming is necessary, just imagination, flair and a desire to
experiment. MovieMaker" is a powerful, innovative tool that lets
you devise the action, set the scene, create the actors and stage
the action. The "Compose" mode lets you draw characters and
background, with a special "Mirror" function for quick and easy
duplication of shapes. The "Zoom" lets you add incredible detail
for astounding realism. When you "Record," you film and edit up
to 300 frames of continuous action, controlling speed, sequence,
colors, camera angles and layers of sound. And the "Smooth"
function eliminates oil flicker. The results ore so professional, youll
want to film one dream after another. And you can, without ever
leaving your keyboard. That's the reason why MovieMaker" is
the best selling software from Creative Pastime".
MovieMaker" is a Creative Pastime'
Reston Software"
from
Conning soon for Apple,™ I BAA-PC," Commodore 64"
Far the Atari 800/ 1 200* Computef
Atori i£ 0 registered trademark of Atori, Inc.
subscription to COMPUTE!? Would that dub be
allowed to place those programs in those issues
in its library for all members? And what if a school
or public library takes out a subscription? Could
everyone who is allowed access to the library be
allowed access to those programs in those issues?
Gary Lee Crowell
Sony, the answer in each case is no. You can only use
the programs in an issue 0/ COMPUTE! if you own a
copy of that issue.
ViC Video Typewriter
I have written a short program that transforms
your VIC into a typewriter (without any annoving
syntax errors). I use it to practice my typing after
school. To disable the program, use the fl key.
Vicky Cwiertnie
10 PRINTCHR$(8) :PRINTCHR$(14)
20 POKE36a79, 26:PRINT"fCLR]"
30 PRINT"** VIDEO TYPEWRITER **"
40 GETA$:IFA5=""THEN40
50 IFA5="{F1] "THENEND
60 IFA$=CHR5(13)THENPOKE3687a, 15:POKE3687
6,220: FORX=1TO50 :NEXT: POKE36876 , 0
70 PRINTA?,- :GOTO40
Atari Tape Verify
Here is a one-line program which verifies that an
Atari tape file is recorded properly. The utility
works whether you CSAVE, LIST, or PRINT (data)
to the tape. It performs essentially the same as
Michael J. Barkan's "Atari Verify" (COMPUTE!,
August 1983), but is much shorter. This utility
can be LISTed to tape and ENTERed from tape,
but since it is so short, it is easy to enter it from
the keyboard in direct mode (without the line
number). Just use this line:
0 CLOSE #l:OPEN #1,4,0,"C:":FOR A = 1 TO
400:GET #1,A:NEXT A
After recording a file on tape and while the pro-
gram or data is still in memory, enter and run this
utility. Rewind the tape to the beginning of the
file and push PLAY. The utility will read the entire
file, one character at a time, to insure that the file
is recorded properly. Operation will end with an
error code. If you get this code, the file was read
successfully, showing that it is good:
136 END OF FILE
If you get one of the following error codes, save
the file again, since it could not be read by the
computer:
138 DEVICE TIMEOUT
140 SERIAL BUS ERROR
143 DATA FRAME CHECKSUM ERROR
The same variable is used for loop control and to
M COMPUTE! May 1984
hold each character as it is read from tape. This
way, the loop never ends and will check any length
of file. This variable can be changed to one of those
in your program, if desired, to avoid adding to
the Variable Name Table of your program.
Douglas J. Wilder
Tl Randomness Test
Richard Mansfield's article "Zones Of Unpredict-
ability, Part 2" ("The Beginner's Page," COMPUTE!,
December 1983) included a program called "Ran-
domness Test." Since it wouldn't work on my
T1-99/4A, I wrote a similar program. It takes several
thousand cycles to get close to even distribution
for each number, but it's fun to let it run.
Gaston Porterie
100 CALL CLEAR
110 PRINT "TEST OF THE RANDOM
R" , "FUNCT I ON ON THE Tl-99'
120 PRINT "PLEASE WAIT..."
130 T=T+1
140 RANDOMIZE
1 50 >; = I NT ( 10*RND 1 + 1
1 60 A ( X) =A < X ) +1
170 FOR 1=1 TO 10
1 30 P ( I 1 = I NT ( A ( I ) / T * 1 0 0 )
190 NEXT I
200 IF T / 1 00': ■> INT \T/ 1 00) THEN
2 10 CALL CLEAR
2 20 PRINT "AFTER":
NDOMI ZATION"
2 30 PRINT
240 PRINT "RANDOM'
CCURRENCE"
250 S=0
260 FOR 1=1 TO 10
270 PR I NT I , P ( I )
280 S=S+P ( I >
290 NEXT I
300 PRINT '■".■' '
310 PRINT "TOTAL".
320 GOTO 1 3 0
NUMBE
1 30
T ; "CYCLES" ; "OF RA
"NUMBERS'
/.
Easy DATA Statements
Here is a one-liner that I have found very useful
while programming many statements that are
almost identical. Used in the direct mode it can
yield a set of DATA statements that fill the screen.
The program can just as easily use POKE, or REM
statements, or any combination of these.
FOR X = 100 TO 300 STEP 10:PRINT X "DATA";
NEXTX
Chuck Cole
Constant 1541 Errors
Ever since I bought my 1541 disk drive, I have
been getting the errors 23 READ ERROR and 27
READ ERROR. This not only happens on my
&)FTWARE ABTISTS?
TO MAKE THE FIRST BASKET-
BALL PROGRAM that feels like the
real thing, it helps to start with two guys
who know what the real thing feels like.
Enter Larry Bird and Julius Erving.
Bird — the hustler, the strong man,
deadly from outside. Erving —The
Doctor, maybe the most explosive
player in the history of the game.
We talked to them, photographed
them in action, studied their moves and
their stats and their styles. Then we
set out to create on computer disc an
event which may never happen in rea
life. We put the two of them together
on a dream court of light, for an elec-
tronic afternoon of one-on-one.
It wasn't easy. When
they talked, we listened.
When they criticized,
we made big changes.
When they gave sug-
gestions, we took them.
And it shows. This
thing is absolutely un-
canny. You actually
take on all the skills and
characteristics of Bird
or The Doctor — their
own particular moves,
shooting abilities, even
strength and speed.
You'll meet with
fatigue factors, hot and
cold streaks, turn-
around jump shots,
and 360-degree slam
dunks. But there's some whimsy in
here, too — a funny referee, a shattering
backboard, even instant replay.
It's called Julius Erving and Larry Bird
Go One-on-One.' You Ve Bird. Or you're
The Doctor. And that's the last deci-
sion you'll have plenty of time to make.
How we got this year's hottest sports game out of
two rather inexperienced designers.
Julius Erv-ing and Larry Bird Go One-on-Onc ii now av.!:l.ifcL- on iiiL^tif br Apple U. Il-r, and lie compuwis. Apple is a Tcgstered
trademark of Apple Ccmpurcr To find out more about ElecTronic Arrs and iis prcducis, wriic m al 2755 Campus Drive. San Matec. CA 94403 or
call i4I5l 571-7171. Ftif x t'rci- tratalop. -send a stamped, self addressed if 10 envelope.
NOW AVAILABLE FOR
THE COMMODORE.64
ELECTRONIC ARTS ■
disks, but also on prepackaged disks. I have read
what these errors mean in Appendix B of my
disk users guide, but these descriptions don't tell
me much.
Could you please give me more information
on these errors, and tell me what I can do about
them?
Jay Elmore
The fact that this occurs both on your oxiui disks and on
commercial disk programs strongly indicates a tmrdzvare
problem. Ask the dealer front whom you purchased the
drive for the address of the nearest service center and
have the drive checked out.
Sprite Data Problems
I am a Commodore 64 owner and I have a question
about sprites, I understand how to create a sprite
and move it around the screen. I also know how
to move more than one sprite, if the data for them
is the same. My problem occurs when I have more
than one set of data. 1 can't seem to get both sprites
on the screen at the same time. The Programmer's
Reference Guide doesn't have an example with two
sets of data. I would appreciate it if you would
help me out.
Seth Hausman
Jim Butterficld replies:
1 can think of tivo possible problems with your sprites:
1. You may have forgotten to link each sprite to its
drawing in memory. With normal memory mapping,
sprite 0 needs to have its draioing number (usually 11,
13, 14, or 15) placed into memory address 2040, sprite
1 into 2041, and so on up to sprite 7 into address 2047.
If you use drawing number 11, the drawing of the sprite
should be in addresses 704-766 decimal; for number
13, addresses 832-894; for number 14, addresses 896-
958; and for 15, 960-1022.
2. Many sprite register addresses control all eight
sprites at the same time. To turn sprite 0 on, you would
POKE 53269,1; to turn sprite 1 on, you would POKE
53269,2; to turn them both on, you would add 1 and
2 and POKE 53269,3. The following table shmos the bit
values for each sprite:
Sprite 0-1
1-2
2-4
3-8
4-16
5-32
6-64
7-128
Thus, to turn on sprites 0, 2, and 4, we add 1+4 + 16
and POKE 53269,21.
Be sure that you keep the difference between a sprite
number and a drazoing number clear in your mind.
Several sprites can u5e one drawing (or "definition");
or a single sprite can be switched from one drawing
16 COMPUH! MO¥l964
to another as it moves its arms, legs, tentacles, or
whatever.
Using Atari Cartridge Memory
I have an Atari 800, and am currently writing a
text-adventure game using the Assembler Editor
cartridge. I hope to run the program without the
cartridge when I'm finished. How can I use the 8K
block of RAM used by cartridge (not to mention all
those zero-page pointers that the cartridge uses)?
Does it have to go to waste? I hope not, because
I'll need ail the memory I can get for this thing.
John Bushakra
No, the memory need not be wasted, but you cannot
test the program with the Assembler Editor. Just define
the memory you need, then assemble your program
to disk. The object code will not go into memory, but
will become an executable object file on the disk. The
syntax is:
ASM„#D:filename
You can then take all the cartridges out of your machine,
boot DOS, then Load Binary File. If you make these the
last two lines of your machine code
* = S2E0
.WOR START
ivhere START is a label for the start address, your pro-
gram will run automatically after it is RUN. Othenoise,
you'll have to use Run At Address to start your program
'from DOS.
More Solutions For Tl Cortridge
Loading Problems
In the January 1984 "Readers' Feedback," I read a
question about TI-99/4A cartridge loading prob-
lems. The problem was with lockup of the
keyboard and broken screen display patterns after
insertion of a program cartridge. The remedy
given by COMPUTE! was to clean the contact strips
of the program cartridge. I've found this to help,
yet also discovered that this is not necessarily the
complete solution. The cartridge connector exten-
sion that protrudes from the main circuit board
may also be at fault. To remedy the problem means
disassembling the computer, cleaning the contacts
on both sides and both ends of the cartridge con-
nector extension. This solved all of the problems I
had encountered.
Richard Winslow
About four months after buying my TI, 1 had the
same problem with loading the cartridges. ! solved
the problem by taking apart the computer and
straightening the bracket which the cartridge
plugs into. (It was bent.) Works perfectly now.
David L. Jones
Dmmff'
whether you're a be-
ginner or an experi-
enced user, Reston can
expand the world of
the Commodore 64"
for you.
COMMODORE 64™
COLOR GRAPHICS: A
BEGINNER'S GUIDE,
by Shaffer and Shaffer, explains how the
Commodore 64 operates and teaches
you how to read, understand and write
simple basic programs for generating
color graphics. Each topic includes a
BASIC programs, line-by-line explana-
tions, and illustrations of what the screen
should look like.
COAAMODORE 64~ DATA FILES, A
BASIC TUTORIAL, by David Miller, is a
step-by-step tutorial which takes the
mystery and misery out
of creating files. You'll
learn how to manipu-
late and create your
own f les for home,
hobby, business, educa- ;=
tional, and investment :— - .---.j-t:^
purposes. -" rg^f;^
ADDING POWER TO
YOUR COAAMODORE 64", by Steve
Cates and Vahe Guzelimian, uses a first-
of-its-kind utility approach to help you
master more of the advanced computing
power of your machine than you ever
though possible. You'll get an inside look
at the workings and advanced features,
all in an easy-to-understand style.
MASTER MEMORY MAP: COMMO-
DORE 64", by Paveiko and Kelly, is a
clearly written, friendly guide to all the
Commodore 64""s
memory locations —
places inside the com-
puter which act in
special ways. You'll
learn lots of special
uses, including how to
make music or create
special characters for
video gomes.
You can find these guided tours of the
Commodore 64'" at your local bookstore
or computer store. Or order directly from
Reston at (800) 336-0338.
Reston Computer Group
A Prentice- Ha 1 1 Company
1 1480 Sunset Hills Rood
Reston, Virginia 22090
COMMODORE 64 is a trademark of
&>mmodore Electronics
I discovered that slightly lifting the back of an in-
place cartridge seems to improve contact. So I
cemented a small rectangle of soft black plastic
about .1 inch thick onto the cartridge insertion
area to lift each cartridge a little.
I also use a "Widgit" (Navarone hidustries)
that holds three command modules and prevents
some wear and tear on contacts.
John K. Newell
VIC Video Revisited
I made some modifications to Jim Butterfield's
program in "Visiting The VIC-20 Video, Part 4"
(COMPUTE!, August 1983) that I think your readers
will be interested in. Although the program is a
little slow, the patterns that result are remarkable.
The program is short, but because of the
loops, it runs for a while. To get some really inter-
esting three-dimensional patterns, try inputs with
a value of 1.02, 1.03, 1.04, etc. The input sets a
step value for line 600. An input of 2 will give a
gray field.
William B. Broome
100 POKE56,22:CLR
105 INPUT" {CLR}PATTERN #";C
110 POKE36869,222
120 P0KE36a66,144
130 POKE36867,32
200 FORJ=6144T08191
210 POKE J, 0: NEXT J
300 FORJ=0TO255
310 POKEJ+5632,J
3 20 NEXTJ
330 F0RJ=37888TO38911
340 POKEJ,0: NEXTJ
600 FORJ=6100TO8800 STEPC
610 X=128
620 FORK=JTOJ+7
630 P0KEK,PEEK(K)0RX
640 X=X/2
650 NEXTK,J
700 GOTO700
Try adding STEP C to line 620 as well, to get another
interesting effect.
Another Kerosene Warning
A letter in your January 1984 issue questioned the
use of kerosene heaters near a home computer.
You compared the emissions of a kerosene heater
to those of a gas stove, and suggested the use of
an electrostatic air cleaner as a precaution.
The sulfur content of most kerosene fuels is
high enough to create sulfur oxide levels that are
technically in violation of EPA clean air regula-
tions. These sulfur oxides can corrode exposed
metals and cause problems with electrical contacts.
Besides the corrosion of metals, the sulfur oxides
can cause health problems.
Since the combustion products of kerosene
are gases and not particulates, an electrostatic air
cleaner will not help clean the air of sulfur oxides.
An activated charcoal filter may help, but this is
not a common appliance in most homes. Corrosion
problems may not occur with other electronic
appliances, such as televisions or radios, because
the components are soldered or otherwise perma-
nently fixed inside the appliance.
Those appliances which use exposed electrical
contacts, such as game cartridges and computer
keyboards, are most prone to corrosion by sulfur
oxides. Readers should avoid the use of kerosene
heaters in a home with a computer, electric type-
writer, or silver tea set.
W. J. Tolonen
VIC Graphics And Super Expander
I'd like to share something with other readers
who have VIC Super Expanders. We find that it
interferes with some programs written for the
unexpanded VIC, especially ones with custom
characters. When I find such a program, or am
told to "remove all expansion devices" for a certain
program, 1 add the following as the first line in
the program (or enter it in the direct mode before
RUNning the program), and the program runs
fine with the Super Expander left in. (In the case
of two-part programs, insert the lino in the second
part.)
POKE51,30: POKE55,0: POKE52,30: POKE56,30:
POKE646,6
This has worked on every program I've encoun-
tered so far, and what's nice about it is that you
are left with the additional memory as well.
Robert M. Bleich
The Whiz KidsV^ere Right
I would like to point out an error in your response
to David Smith's question about Whiz Kids (COM-
PUTE!, February 1984). You mention that the
sprinkler system that they turned on should have
shorted out the terminal they were using. You
may have missed this, but it did short out. For a
while they were successful in keeping the terminal
dry by standing over it, using their jackets as um-
brellas. But when the water did get to the terminal,
it shorted out.
Karen Wilson
COMPUTE! welcomes questions, comments, or
solutions to issues raised in this column. Write to:
Readers' Feedback, COMPUTE! Magazine, P.O.
Box 5406, Greensboro, NC 27403. COMPUTE!
reserves the right to edit or abridge published
letters. ©
18 COMPUTE! Moy1984
*•#«
*»•••
»sk:
(JP
.•*-.'. ----J. *-
'^■^
pou bypass the bumps, detours
h
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The Digital Palette:
Fundamentals Of Computer Graphics
Selby Bateman, Assistant Editor, Features
...
—_-—--—
.
pw^rts'
9T^^7" ■'""
' U^^sjiA
Your computer screen is a colorful
gateway to the world of digitized
graphics. But to appreciate all the
video magic that's available, you
first have to understand the basics.
Here's a look at the pixel pozver be-
hind your computer's video display.
"I remember standing back with
everyone else, saying 'There's
no way; I'm never going to touch
this thing. It's not creative
enough,' " says Kari Beims with
a laugh. "I took a computer
graphics class; it was full of
people like me who are in the
graphic arts field. And they were
petrified."
The "thing" that petrified
Beims and her classmates was,
of course, a computer; a machine
which, when used as a graphics
tool, can appear so novel, so
daunting, and ultimately so
seductive that artists at first ex-
posure may be simultaneously
attracted and repelled.
Beims and many others have
changed their views about the
computer as a graphics machine.
An artist at Maximus, Inc., of
McLean, Virginia, Beims now
uses and helps promote her com-
pany's new Visualizer, one of a
new breed of graphics software
20 COMPUni May 1984
packages for home computers
that is as easy to use as it is
useful.
"It's a lot of fun," Beims
says. "/ can do it, and I have no
programming experience. I
mean, I walked into here know-
ing nothing about computers."
An Undeniable Attraction
Graphic artists like Beims may
be among the most perceptive
analysts of how well a computer
functions as a graphics tool. And
although the polls haven't yet
closed, Beims and a growing
number of other artists are pre-
dicting a landslide in favor of the
computer.
"It's getting — I hate to use
this term because everybody
says it — but it's getting user
friendly; it truly is," Beims says.
"People are starting to ask
graphic artists what they need,
and the results are beginning to
show up in the computer soft-
ware and the peripherals. And
we need that."
The glow of a computer
screen is the first thing that
attracts many people to com-
puting. You don't have to know
anything about pixels, raster
scans, character sets, and RGB
monitors to appreciate that
something special, something
new and powerful is possible
when you can decide what ap-
pears on a TV screen.
If you want to create color-
ful, high-resolution graphics for
games, business, or art, today's
microcomputers have the
capabilities to produce almost
any image you wish. Peripherals
such as light pens, graphics tab-
lets, and touch screens will free
you from the restrictions of the
keyboard. And graphics soft-
ware packages are becoming
surprisingly easy and powerful
tools for designing anything
from pie charts to paintings.
You Don't Have To Be
A Genius
A 20-year fascination with com-
puter graphics led Joseph Deken
to write the text last year for Com-
puter Images: State of the Art, a
full-color collection of computer
artworks. Deken, an assistant
professor of computer sciences
and general business at the Uni-
versity of Texas at Austin, uses
an Atari 800 and one of the IBM-
compatibles at home. He believes
you don't have to be a genius to
understand and appreciate com-
puter graphics.
"1 use graphics to teach
RESTON
AAAKES THE
ATARI
CHILD'S
PLAY
Reston Computer Group"* /^^\
A Prentice-Hall Company f J
11480 Sunset Hiils Rd ^^^J
Reston, VA 22090 ^^^
Available ot your local bookstore and computer retailer,
or call us a) (800) 336-0338.
ATARI, ATARI PILOT, ATARI LOGO ond ATARI 400, 800, 600XL
and 800XL are registered trademarks of Atori, Inc.
Reston has the books which make learning to program
Atari"'* computers fun.
HELLO, COMPUTER:
AN INTRODUCTION
TO BASIC, by Lawrence
P. Huelsmon, can help
both teen and adult
beginners learn BASIC
on many computers,
including Atari™, using
drills, programming problems, games,
cartoons and an easy conversational style.
SURVIVAL ON
PLANET X WITH THE
ATARI- HOME
COMPUTER, by Orkin
and Bogas, uses the
exciting adventures of
Vivian on Planet X to
teoch kids basic
programming concepts and techniques. The
fun is Interspersed with short programs.
9t&^^.,tSS'-
illustrated by noted onimotor Bud Lucky.
ATARI'" LOGO ACTIVITIES, by Steve DeWitt, provides over 150 activities
which encourage young and old alike to be inventive and creative when
using Atari Logo" educational language. The book includes five big
projects ond on in-depth discussion of Logo."
ADVENTURES WITH
THE ATARI", by Jack
Hardy, teaches you how
to write adventure
games in Atari PILOr',
Microsoft BASIC, and
BASIC. It includes six
actual adventure games
to study, type in, and ploy, plus tips and
techniques to help you create your own.
A+ PROGRAMMING
IN ATARI- BASIC, by
John Reisinger, is a self-
study workbook which
gives you step-by-step
instructions for BASIC
programming on the
Atari 400, 800, 600XL
and 800XL'" computers. Stressing top-down
programming in a fun and friendly manner,
this book is perfect for school, workshop
and computer camp.
If you want to make learning about Atari" computers fun, then
make Reston the teacher.
PCjr, the neivfamUy
and personal computer
from IBM® comes with a bt
of bright ideas to help make
computing easy.
Tlje keys, for example,
are color-coded to help you
hit the right ones.
Some software programs
come with keyboard overlays
to make working with
■ them more convenient
Then there's the
keyboard itself
We call it the IBM
"Freeboard" became
it's free of a...
//
conmcting cord.
I /
f t
— f ' 'T ^^ T
■^ ir— r— — r
f r
f- r-
r*
r-
» r
/
Little Tramp thiiniLttT ItLcn^t'd by Bubbles Inc., s.a.
about computers in introductory
courses at the universit}'," he
says. "I'm always concerned
with the stereotype that com-
puters just have to do with
mathematics. And I'm concerned
with how to get students who
aren't mathematically inclined
interested in computers. Graphics
winds up being a good vehicle
for that."
An important first step in
anyone's computer graphics
education is the knowledge that
capabilities costing thousands of
dollars on mainframes just a few
years ago are now available on
inexpensive microcomputers.
Learning the basics of computer
graphics can now be inexpen-
sive, simple, and often fasci-
nating. Once you've picked up a
few of the fundamentals, you'll
probably appreciate your com-
puter's graphics abilities even
more.
Have Gun, Will Travel
Faster than the eye can follow —
anywhere from 25 to 60 times a
second — an electronic "gun" in
your television or video monitor
discharges a beam of electrons
toward the screen. As the elec-
trons hit a phosphor coating on
the inside of the video display,
the individual picture elements
which make up your screen —
called pixels — arc lighted. This is
a cathode-ray tube, the most
common television and micro-
computer screen display system.
Rapid-fire painting and re-
painting of the image on the TV
screen is accomplished by the
electron gun's repeated drawing
of a set number of parallel lines
(usually 525) from left to right
and from top to bottom. This
technique, known as a raster
scan, occurs continuously and so
rapidly that images appear to
move smoothly across the
screen.
The creation of characters
and shapes on your computer
screen is similar to the effects
produced when thousands of
college football fans use flip cards
24 COMPUTE! Mov1984
tion screen from Penguin Software's The Complete Graphics System.
to spell messages of team sup-
port from the stands. The
densely packed pixels flip either
on or off, and from color to color,
in response to directions from
the computer. The more pixels,
the higher the quaHty, or resolu-
tion, of the screen in^age.
A monochrome, or single-
color, video display uses one
electron gun. Red-green-blue
(RGB) monitors use three elec-
tron guns, resulting in a higher
resolution than the composite
video you're used to seeing on a
color television set.
Characters, Grids, And
Turtles
There are several ways to create
graphic images on a computer
screen. First, you can make use
of the alphanumeric characters —
letters and numbers — built into
the ROM (Read Only Memory)
of your system. Many micro-
computers, such as the Commo-
dore 64 and VIC-20, have a paral-
lel set of graphics characters —
various lines, curves, and
boxes — built into permanent
memory. Using them as building
blocks, you can combine charac-
ters into a variety of figures.
A more time-consuming.
but flexible method for creating
graphics is to manipulate the
individual pixels. You tell the
computer which pixels you want
lighted and in what colors by
communicating with it in a lan-
guage, such as BASIC. In a per-
sonal computer which has a high
resolution of, say, 320 x 200
pixels, there are 64,000 graphic
points which you can potentially
control. Locations in your com-
puter's memory literally form a
video map of what you can ad-
dress on the screen.
(For more information on
actually creating color graphics
on your computer, see COM-
PUTEl's First Book of Atari
Crnphics, COMPUTEI's First Book
ofConuiiodorc 64 Sound and
Graphics, and other COMPUTE!
books.)
Turtle graphics is a third way
of producing images on your
screen. Based on the Logo pro-
gramming language, turtle
graphics helps to teach program-
ming and geometric principles.
A small triangle on the screen —
the imaginary turtle — can be
directed to move about the
screen, leaving an image in its
wake. Intricate patterns can be
achieved through this simple.
YOU'VE
GOT TO DIG
DEEP TO FIND
A MORE
EXCITING GAME
THAN
MINER 2049ER:
Now, Reston brings Commodore VIC-20"
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home computer games ever created— Miner
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an abandoned uranium mine — all ten levels of
it. But you've got 1o avoid the deodly radioac-
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explosives, slides and foils. And grob all the
treasure you can along the way. And beat the
clock. Any computer game you've played up to
nov/ has just been practice for Miner 2049er.'"
It's fast and furious, a gold mine of action for
the serious computer gamer. And Commodore
VIC-20"' and Commodore 64" owners can get it
only from Reston,
A Creative Pastime" from
Reston So^ivcute
A Prentice-Holl Company
11480 Sunset Hills Rd. Reston, VA 22090
Available ot your local computer retailer or call us at
(800) 336-0338.
Commodore VIC-20 and Commodore 64 are
regrstered trademarks of Commodore Computer, Inc.
Ml 204'.->;f and Bounty Bob ore registered Irodemorks of Big five Sofhvore.
ENTER: THE BRADYADVENTURE
If you're bored with the ordinaiy,
dreary functions you've been perfonn-
ing day -by-day and even games have
lost their luster, Brady brings back
the adventure! You and your
Commodore 64 can enter a whole
new colorful worid of excitement -
if you're in command.
Brady Communications, Inc.,
puts you in control of the fun with a
complete line of amazingly easy-to-
read books, published especially for
you and your Commodore 64. Whether
you're a beginner, an advanced user,
a whiz kid, a parent, a teacher or a
hacker, Brady publishes the books to
teach you how to make the most of
your computer From BASIC to games,
from graphics to sound, from software
to debugging, these books vAW let you
key into your imagination in micro-
time and bring it up on SCTeen. Enter
The Brady Adventure— the excite-
ment is all yours.
BLAST OFF WITH BASIC
GAMES FOR YOUR
COMMODORE 64
David Busch
This is the first realiy fun
approach to BASIC ever devised. The
book containing time-tested, highly
visual games maizes it easy to learn
BASIC progranmiing on the Com-
modore 64 computer. It includes 25
games that take advantage of the
Commodore's special features
including graphics, sound and joy-
sticks. The progi'ams are even suitable
for customizing for further fun.
1984/128pp/papei/lSBN 0-89303-333 ■2/S12.95
BLAST OFF WITH BASIC
GAMES FOR YOUR VIC 20
David Busch
Twenty -five games make it simple to
learn BASIC for your Vic 20. With
twenty-five, time-tested, highly
visual games, this book lets you take
full advantage of the fun available on
your Vic 20.
1984/128/paper 0-89303-334-0/$12.95
COMMODORE 64:
AN I>JTRODUCTION TO BASIC
PROGRAMMING AND
APPLICATIONS
Larry Joel Goldstein & Fred Mosher
In this volume the master teacher
has taken a hands-on approach to
BASIC language and practical real-
life applications. The book gives a
complete and up-to-date account of
what the Commodore 64 is and how it
works. Page by page, the reader is
introduced to DOS and BASIC. It
shows how to program for personal
and professional needs and includes
pro-ams for mailing lists, word pro-
cessing, telephone lists, graphics,
sound, and file handling— plus exten-
sive coverage on structuring, planning,
and debugging programs.
1984/288pp/paper/ISBN0-89303-381-2/$14.95
ADVANCED BASIC
PROGl^MVUNC; FOR THE
COMMODORE 64 AND OTHER
COMMODORE COMPUTERS
Michael Richter
This is the next step for the
Commodore user who has mastered
the basics and wants to move on to
more advanced software. In this book,
the reader will learn how good
programs are written, how to read
and use them, how to know a good
one when they see it, and how to gain
knowledge through the experience of
writing advanced software.
1984/204pp/paper/ISBN0-89303-302-2/S14.95
COMMODORE 64: GETTING
THE MOST FROM IT
Tim Onosko
Written for users with little or no
previous programming experience,
this handy guide is the only source
with information on all three versions
of the Commodore 64. It includes
material on both the classroom model
and the portable version. It offers a
thorough and understandable intro-
duction to the cornputer— including a
solid approach to BASIC program-
ming. It covers word processing,
color graphics, and sound.
1983/320pp/paper/ISBNO-89303-380-4/$14.95
BRAIN GAMES FOR KIDS AND
ADULTS USING THE
COMMODORE 64
John Stephenson
Between the front and back
covers, this volume contains more
than 40 exciting and challenging
games. Designed to entertain and
educate the reader, it teaches pro-
gramming and the application of some
very important mathematical concepts,
without the pain. The games are short
and precise and are targeted toward
whose who learn best by doing. They
can be played and enjoyed without an
understanding of the mathematics
involved. This is one volume you'll
want to have for fun —for kids of
all ages!
1984/160pp/paper/ISBN0-89303-349-9/$12.95
BRAIN GAMES FOR KIDS AND
ADULTS USING THE VIC 20
John Stephenson
This is the volume especially for
your Vic 20. Containing more than 40
challenging games, the book teaches
programming and some basic math-
ematical concepts simply in the doing.
Be sure and have this book to make
your Vic 20 more fun.
1984/16Opp/paper/ISBN0-89303-347-2/$12.95
HANDBOOK OF BASIC FOR
THE COMMODORE 64
Fred Mosher & David Schneider
For the beginner, here is the
book to buy wth your Commodore 64.
It is simply organized by BASIC
programming statements so while
programming, the user can go directly
to the information he needs without
confusion or delay. This one-of-a-kind
guide contains the same information
as the BASIC reference manual
supplied with your Commodore, re-
written especially for the new user. It
presumes no knowledge of BASIC
and explains the materials supplied
in the manual.
1984/256pp/paper/lSBN0-89303-505.X/S14.95
These and other Brady Books
\vritten specifically for your Com-
modore 64 and Vic 20 are available at
B. Dalton Booksellers, Walden Books,
and other fine bookstores and com-
puter dealers nationwide. Or, oil
800-638-0220 for information. Brady
Communications, Inc. is a Prentice-
Hall Company, located in Bowie,
Maryland 20715.
but subtly powerful graphics
language system.
To Mimic More Closely
As microcomputers become
more sophisticated graphics
machines, a similar process is
occurring with the devices used
to draw and paint images on the
computer screen. The graphics
software now available relies
more and more on such periph-
eral devices as joysticks, light
pens, graphics tablets, touch
screens, and mice (defined
below).
These peripherals fall into
three basic price ranges, accord-
ing to research conducted by
Koala Technologies, producer of
the KoalaPad Touch Tablet and
the Gibson Light Pen. You can
find game paddles and most
joysticks from $15 to $30;
trackballs, mice, graphics tablets,
and better light pens from $30 to
$400; and precision tablets, called
digitizers, from S400 on up. (See
"Light Pens And Graphics Tab-
lets" and "A Graphics Glossary,"
both in this issue.)
All of these devices attempt
to mimic more closely the actual
procedure of drawing or painting
on a fiat surface, as opposed to
the more indirect, less satisfac-
tory process of typing in graphics
commands on a keyboard.
Often, a joystick, light pen, or
graphics tablet may be used in
conjunction with keyboard com-
mands to produce lines, boxes,
circles, rays, points, and various
fill patterns.
Other commands allow you
to transpose and merge images,
lock onto and move parts of a
picture, magnify sections of an
image for more detailed work,
save pictures for later use, and
select or change colors.
For Atari And
Commodore
Kari Beims says that a mouse — a
hand-controlled device which
rolls on a flat surface to move
the screen cursor — is the most
successful device for creating
28 COMPUTE! Moy1981
A Graphics Glossary
ASCII: (Pronounced askey) American Standard Code for Information
Interchange. A standard code used in microcomputers to represent
alphanumeric information (letters, numbers, and symbols). The
capita! letter A, for example, is represented in ASCII code by the
number 65.
bitmap graphics: A high-resolution graphics plotting technique by
which pixels (picture elements) on a computer screen are turned on
and off.
CAD: Computer-aided design. The use of computer graphics to
help in design development and modification, often eliminating the
need to create costly or dangerous prototypes. CAD is usually as-
sociated with CAM, or computer-aided manufacturing,
character graphics: The text characters that appear on your computer
screen when it is turned on, including letters, numbers, symbols,
and punctuation marks.
CRT: Cathode-ray tube. A video display terminal, such as a television
or video monitor, which uses a beam of electron particles to draw
images on a screen's phosphor coating. The electron beam can write
on the screen with a single beam or, more commonly, in a series of
parallel lines to form an image. (See raster scan and vector scan.)
electron gun: The mechanism within a CRT which shoots a narrow
beam of electrons at the screen, creating images. The beam is con-
stantly redrawing the screen at speeds usually ranging from 25 to 60
times a second. Monochrome (single-color) displays use one electron
gun. Red-green -blue (RGB) displays use three separate guns (one
for each color), and have a higher resolution than the composite
color displays found on television sets.
fractals: Geometric patterns which, when repeated, can create new
patterns seemingly unrelated to the original forms. Especially useful
in computer generation of detailed maps and duplication oi the
intricacies of many natural objects.
graphics set: The complete set of graphics characters that a computer
can display.
graphics tablet: A pad, usually square or rectangular, on which the
X and Y coordinates of the computer screen can be plotted by the
use of a stylus, or, on some models, your finger, allowing you to
create graphic images.
icons: Graphic symbols, most often used as visual representations
of computer software options and procedures. For example, a
paintbrush icon would represent the painting option in a graphics
software package. Similarly, a trash can icon might indicate a delete
option.
image processing: Computer enhancement and alteration of photo-
graphs and other graphic images by digitizing a picture into pixels,
each of which is then measured for light and color intensity. The
pixels can subsequently be manipulated to change the image.
light pen: A stylus which emits low-level electrical pulses and, when
pulled across a computer screen, creates an image. Most often used
in creating graphics and in interacting with software menu opHons.
graphics. "It's closer to the kind
of tools you're used to working
with. With a joystick or a light
pen, it's a little different. The
mouse lets you work flat-on;
you've got more control. And
it's closer to the actual produc-
tion work you've done before,"
she says.
Software companies are
Logo: An easy-to-use, graphics-oriented programming language
originally developed to help children learn programming and the
concepts of geometry.
mouse: A small hand-controlled device which rolls on a flat surface,
allowing you to control the screen cursor, draw graphic images, and
select from menu options.
phosphor coating: The coating inside a CRT that glows when struck
by a beam of electrons. A computer activates an electron gun to
draw and redraw graphic images at high speed on the coating, thus
producing graphics that appear to move smoothly across the screen.
pixel: Picture element. The smallest graphic point addressable by a
computer. Pixels are turned on or off to form the characters and
graphic images on a computer screen.
raster scan: A video picture drawn by an electron gun which sweeps
horizontally across the screen in a series of parallel lines at a high
rate of speed. The most common method by which a microcomputer
system displays a screen image.
resolution: The clarity of a video image based on the number of
pixels available on the display screen. The more pixels there are, the
higher the resolution and the more detailed the screen image.
RGB monitor: Red-green-blue monitor. A high-resolution color
monitor which uses three electron guns to produce very clear and
crisp images. By comparison, a color television would normally
have a composite color video system in which the three primary
colors would be blended, producing a lower quality video display.
simulation: Computer graphics created to model reality in appear-
ance and usually in performance. Numerous airline companies, for
example, use computer-generated flight simulations to help train
their personnel.
sprite graphics: Sometimes called movable object blocks (MOBs),
sprites are programmable graphics characters that can move around
the screen independent of the primary screen image, the background.
touch screen: A video screen or plastic screen overlay which allows
you to draw, write, and make menu selections from the screen at
the touch of a finger or stylus.
turtle graphics: Closely associated with the Logo programming
language, the turtle graphics system is most often used in an educa-
tional context, especially in teaching children about computer pro-
gramming and geometric shapes. A triangular screen cursor (the
turtle) moves across the face of a display monitor in response to
directions entered into a computer, allowing the user to program a
wide variety of geometric graphic images.
vector scan: A video picture drawn by the focused beam of an electron
gun, much like a pencil's movement across a piece of paper. This
produces a slower, but higher quality, video image than the parallel-
line technique of a raster scan.
video chip: A tiny microprocessor on a silicon chip which handles
the video data within a computer, assisting the central processing
unit (CPU) by managing the screen image.
exploring all types of input de-
vices in order to give users the
right mix of creative flexibility
and control. The newer packages
number of practical applications
as well.
One such product is the
Visualizer graphics animation
offer more options, and a greater package introduced by Maximus,
Inc., atSoftcon, the international
conference and trade fair of the
software industry, held recently
in New Orleans. Available now
for the Atari computer with at
least 48K and disk drive, the
S49.95 package should be ready
for the Commodore 64 in May.
"The goal with Visualizer
was to create a graphics program
completely for the nonprogram-
mer, which would be useful
besides just being a creative out-
let," says Beims. "The Visualizer
gives you the option, in addition
to creating slides, of adding ani-
mation effects and putting to-
gether a slide show using up to
26 screens.
Synchronizing Slides
And Sound
"You can synchronize them with
an audio track so that you've got
a customized audiovisual pre-
sentation. You can move the
slides ahead manually, or use a
timer through the computer,"
she says. "In addition to being a
graphics program, it's useful.
You can use it for teaching, train-
ing, business and sales presenta-
tions, retail advertising, and
instructional lessons for the kids
at home."
The package uses automatic
drawing functions for circles,
ovals, boxes, borders, and
diagonals, and has 18 different
text style options that can be
used with graphics. The slides
you create can be printed in black
and white with an Epson MX
(with Graftrax), FX, or RX series
printer, or with a C. Itoh (NEC,
Prowriter, or other) printer. A
joystick is used for drawing,
with a variety of colors and brush
sizes available.
Two more recent graphics
software products which com-
bine usefulness with ease of use
are The Graphics Magician (on
disk for Apple, Atari, and Com-
modore at $59.95 and for IBM by
the end of 1984) and The Complete
Graphics Si/stein (on disk for
Apple at S79.95), both from Pen-
guin Software.
May 1984 COMPUTC! 29
iimyuyF^
TMl^Vft^E mi^^m-8F T«EiiSXI«»^£ i«E8T
r/ie Visualizer by Maximus, Inc., allows a variety of text faces to appear on the
same screen with animation graphics.
"With The Complete Graphics
System, I basically wanted to set
up an all-in-one tool for people
to use to create computer
graphics," says Mark Pelczarski,
founder and president of Pen-
guin Software.
Hundreds Of Colors
And 3-D Too
The package is compatible with
most input devices, and allows
three-dimensional line drawings
to be reproduced on a variety of
plotters. There are over 100 avail-
able colors and 96 brushes. Por-
tions of any individual screen
may be magnified from two to
eight times for easier manipula-
tion of pixels. And text may be
added with graphics in a variety
of ways.
Penguin also sells several
programs which can be used in
conjunction with The Complete
Graphics System. Additional Type
Sets ($19.95) provides 50 extra
typefaces and character sets.
Map Pack ($19.95) includes out-
line maps of all 50 states, the
continents, the U.S., and Cana-
dian provinces. Transitions
($49.95) is a presentation system
30 COMPUTi! May 1984
which will let you organize pic-
ture disks and turn them into
slide shows. More than 35 dif-
ferent screen wipes are available.
That is, you may clear the screen
from top, bottom, left, or right
sides; use geometric-pattern
clearing techniques and wind-
shield wiper effects, among
others. Finally, Paper Graphics
($49,95) is a utility that will let
you print any high-resolution
graphics screen to your printer.
"The Graphics Magician soft-
ware is actually two different
sets of programs. One is a draw-
ing program geared toward
people who are going to use it in
[creating] other software — like
educational software," says
Pelczarski. "There's a huge
amount of educational software
out there that's been done using
The Graphics Ma<^iciau."
The Graphics Magician uses
machine language animation
routines with the same tech-
niques that are used on arcade
games. Up to 32 independent
objects can be assembled in the
animating process. The package
also includes a high-resolution
picture/object builder, which lets
you store hundreds of color pic-
tures on a single disk. More than
100 colors are available for use
as well.
Screens A La Mode
Almost all of the top-selling
microcomputers have extensive
graphics capabilities, but you'll
want to spend some time learning
your own machine's features.
The Apple He, for example,
has a high-resolution mode with
six colors and 280 pixels hori-
zontally by 192 pixels vertically.
There is also a 40 x 48-pixel low-
resolution mode with 16 colors.
Apple's new Macintosh, which
uses a monochrome display, has
a whopping 512 x 342-pixel re-
solution. Obviously, very fine
graphic detail is possible with
this many pixels.
The Commodore 64 has 16
colors, several modes — includ-
ing a 320 x 200 graphics mode —
and eight independently pro-
grammable sprites (24 x 21-pixel
movable screen objects), which
allow you more opportunities to
create animation. The VlC-20
also has 16 colors and a graphics
resolution of 176 x 184.
The Atari 600XL and 800XL
each have 320 x 192 graphics
resolutions, as well as 256 colors
(16 colors with 16 luminance
levels for each color). But the
Ataris also have 11 different
graphics modes, or varying com-
binations of colors and pixel
densities, which extend its
graphics capabilities.
PC Pixels
IBM's PC and PCjr each have
the same 320 x 200-pixel, four-
color, high-resolution graphics
mode, as well as the same 640 x
200, two-color mode. But the PCjr
also has three other graphics
modes that the PC doesn't: a
160 x 200, 16-color, medium-
resolution mode; a 320 x 200, 16-
color, high-resolution mode;
and a 640 x 200, four-color, high-
resolution mode.
Professional quality com-
puter graphics systems may start
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make it easy foryou to store and retrieve the information you'll want for your special activity.
You don't have to program anything yourself. )ust load the disk and start feeding in your data.
If you're used to run-of-the-mill home computer software, the speed and simplicity of the
Home Organizer'" series will surprise you. Each program is written entirely in "machine
language ", the most basic computer code. So they search, sort and analyze your data with
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A scene from the animated graphic adventure, Ring Quest, which was created
with The Graphics Magician by Penguin.
at about a 600 x 500-pixel resolu-
tion and go up from there. Color
choices and luminance levels
can go into the millions. Three-
dimensional perspectives and
complex simulations of actual
processes^ such as flying an air-
plane, are among the complex —
and costly — features of some
mainframe and mini computers.
A Child's Garden Of
Graphics
Two programs by Scarborough
Systems, Inc., make use of the
computer's ability to create
dynamic graphic images in a
manner easy enough for a child
to accomplish.
Picturewriter, by Dr. George
Brackett, is an educational draw-
ing program for children from 4
to 14 years of age, which Scar-
borough markets for the Apple
computers at $39.95 suggested
retail price. Its origins, says
Brackett, are in work he did
teaching children about the Logo
programming language. When
he asked a little girl one day what
she wanted to draw, she sug-
gested a rainbow — not the
easiest of images to produce via
Logo.
32 COMPUni Mav198il
"So I began to think about
what kind of program I would
like to have that would make it
easy for children to draw a rain-
bow," he says. "And it was
pretty clear that it had to have a
pointing device, like a joystick,
rather than a keyboard. I also
felt it had to have fairly extensive
editing capabilities."
As children use Picture-
writer, they can learn about spa-
tial and color relationships, the
development of geometric pat-
terns, and the basics of computer
programming at the same time
that they're creating colorful
pictures. A selection of prepro-
grammed works allow the child
to alter the designs and colors as
well.
Patterns For Appie,
Commodore, And \BfA
Another program, which Scar-
borough demonstrated at the
recent Softcon show, is Pattern-
maker, a drawing and pattern-
creating program for children six
years and older and for adults.
The package is scheduled to be
available in May for Apple com-
puters and by August for Com-
modore 64 and IBM machines.
at a suggested price of $39.95.
"Its educational value is
that it gets children comfortable
with symmetry, rotations, trans-
formations, inversions, and so
on," says Scarborough President
Francis Pandolfi. "It makes it
easy for them to use those con-
cepts to make beautiful patterns.
Symmetry is a very important
concept in many areas of science,
not to mention art. And the pro-
gram's manual brings the child
through all areas of art in which
symmetry has been important."
As you'll quickly find out
when studying what's available
for microcomputer graphics, the
products are coming fast and
furious. Softron, Inc., for ex-
ample, makes a Home Decorator
program ($34.95 for Commodore
64; other versions planned soon)
that teaches about colors, furni-
ture layout, and decorating
theory for your home and office.
The package even lets you select
carpeting, paint walls, and mgve
furniture.
The Age Of Discovery
Other programs, like Access
Software's Spritemaster ($34.95
for Commodore 64) and Avant-
Garde's StarSprite series (for
Apple computers), show you
how to produce sprites for use
in multicolor animation.
There are literally hundreds
of other graphics programs cur-
rently available. And there are
numerous books and magazines
which will teach you how to
create your own colorful
graphics.
"I think more and more
people are discovering the
graphics capabilities of com-
puters," says Mark Pelczarski.
"In the last couple of years,
we've learned how to make soft-
ware more easily understood.
And with computers like the
Commodore and the Atari really
hitting the mass market, a lot of
people who never would have
dreamed of having a computer
five years ago are learning about
all the capabilities . " ©
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Light Pens And
Graphics Tablets:
New Ways To Communicate
With Your Computer
Kathy Yakal, Editorial Assistant
You don't have to be an artist to use
them. Or a three-year-old. Or a
professional architect, engineer, or
fabric designer. Light pens ami
graphics tablets, along loith the
software that drives them, are
making computing easier for young
children and adding neio dimensions
in graphics for everyone.
Whether or not we admit it,
we've probably all responded to
our computer's SYNTAX ERROR
message by typing "Syntax
error? I typed it right!"
We may have jabbed a finger
at the monitor to show our word
processing program precisely
which block of text we wanted
moved and where we wanted it
placed. Or maybe drawn a pic-
ture of a spaceship and held it
up to the screen to illustrate
exactly what we wanted dis-
played there after typing in a
machine language game for the
better part of a weekend.
The computer never seems
to understand.
Interacting with a micro-
computer can sometimes prove
exasperating. You still have to
talk to a computer in a language
it understands. They don't yet
respond to written or spoken
Enghsh.
34 COMPUTE! May 1984
Animation Station, a graphics tablet designed by Suncom, offers a number of
colors and textures for drawings like this.
ONE TOU
^^^H
HUH
^
^^^^H
"El
u
J
ER
V\ v'
i
Time was, Billy would do almost
anything to duck his spelling
homework.
But since Dad brought home Spellicopier™
by DesignWare™ Billy has become a spell-
ing ace. As well as an ace chopper pilot.
Each week, in addition to the words
already in the game, Billy types new spell-
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Then he takes command of his chopper and
flies a mission through crowded skies
and mountainous terrain to recover the
words, letter by letter. And always in the
right order.
So by the time Billy gets back to the base,
he's one proud pilot. And one tough speller.
DESIGNWARE MAKES
LEARNING COME ALIVE.
All DesignWare spelling programs
Commodore 64 is 3 tracemarlt of Commodort BmItouks Ltd. IBM PC and
I3M PC Jr. are registered tr2demarks of interrriHiuna] Busbjcss Machines, Inc.
.Apple h a refpstcred liademark of Apple Computer. !jic.
combine computer game fun with sound
educational principles to help improve your
youngster's spelling skills. That's why
Spellicopier, for example, is consistently on
the nation's best seller lists. You'll also
want to keep an eye out for new math and
science games.
All DesignWare programs run on these
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Commodore 64]" IBM PC and IBM PCjr.
See your local software retailer or call
DesignWare at (800) 572-7767 (in California
415-546-1866) for our free software catalog.
You'll be delighted with the way your kids
will learn with DesignWare.
/-De/igflUlcifr]
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l>e/i9AUI<iitt
LEARNING COMES ALIVE.
i^-ji^
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Today's
most innovative
educational software
bejganliere
GOTyearsaga
At Scholastic, we have something'
no other educational software
company has: 60 years' experience
making learning fun for kids.
We began in the schoolrooms of
the 20's with the first national
news magazine written especially
for young people, The Scholastic.
Since then, our one magazine has
grown into 37, and we've become
the largest educational publisher
of books and magazines in the
English-speaking world.
Now we've put everything we've
learned from five generations
of school children into the most
innovative family of educational
software available today. Scholastic
Wizware!"
Our experience makes Wizware
different from all other educa-
tional software, ft turns learning
subjects like geography, writing
and spelling into exciting adven-
tures for your children. And be-
cause every Wizware game is
interactive, kids become deeply
involved in what they're learning.
What's more, our experience
has taught us the importance of
teaching things most other educa-
tional software leaves out. Like
teamwork, imagination, critical
thinking and problem solving.
You'll find them all in Wizware.
But by far the most important
result of our experience is that
your children will thoroughly er\ioy
learning with Wizware.
There are now Wizware programs
for teaching everything fi'om crea-
tive writmg to computer program-
ming. Here are a few of the ways
we bring learning into the Com-
puter Age.
SpelldiverJ*'
ft's the most ingenious way ever
devised for teaching spelling and
improving reading skills. Deep
beneath the sea lie giant words
covered by a strange seaweed
called lettermoss. Kids must face
ferocious sharks and pesky flipper-
nippers to remove the lettermoss
and decipher the words.
Agent U.S.A!"
Agent U.S.A. turns geography into
an exciting race to save the nation
fi"om the ruthless P\izzbomb. Along
with learning geography, children
hone their problem-solving and
reasoning abilities.
Story Tree:*'
Story Tree can bring out the Mai'k
Twain in every child. Budding
authors create their own mystery
and adventure stories. A remark-
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nate choices into every turn of the
plot, and challenges their ima^a-
tions to the maximum.
Bannercatch™
Based on the classic game of
Capture -the -Flag, this is the most
sophisticated and fun strategy
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only do players learn how to devise
complex strategies, they also learn
how to work together to solve
difficult problems.
Scholastic Wizware. Our experi-
ence makes all the difference.
Look for Wizware at your local
computer store. Or contact Scho-
lastic Inc., 730 Broadway, New
York, NY 10003, 212-505-3000.
^^Scholastic
Wip^are
Sjiifldhrr, Ai^nt iJ.S.A. and Barmercatch designed and
deieluped try Turn Snydir h'odiictions, Inc. Story Tree
deaiffjied and developed by Gforge Brackett.
Spelldiver, Agent US.A. and BaTineTcatchaiiifUu>ii jur
Atari S00/1200/XL> CommodtjTe, Appie and IBM veraioni
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A Pointer To The Future
But graphics tablets and light pens bring us a step
closer to easy communication by allowing infor-
mation entry to bypass the keyboard. Like mice
and joysticks and the keyboard itself, light pens
and graphics tablets are input devices, peripherals
through which you interact with your computer.
These pens and tablets do basically two
things: draw and point. You can use them to select
user options in menu-driven software and to
create graphics.
A light pen is like a magic wand. It resembles
a regular pen in size and shape, and has a cord
that plugs into the computer. When you point it
at the screen and activate it (either by pressing a
switch on the pen itself or a key on the keyboard),
it responds to whatever software you're running.
This picture urns created by using the draw and fill features ofFlexidraw ilnkiueU
Systems).
Touch-Sensitive Input
A graphics tablet looks a little like an Etch-A-
Sketch, though each manufacturer's is a little dif-
ferent. Instead of pointing at the computer screen,
you touch the surface of the tablet with your finger
or a stylus.
Though light pens and graphics tablets are
fairly new on the home computer scene, they've
been used as design tools with larger computers
for years. The technology is not brand-new.
Where's The Software?
The Edumate Light Pen, from Futurehouse, Inc.,
comes with introductory software that demon-
strates the pen's features. If that's where it ended,
the skeptics' claims that these tools are just gim-
micks might be true.
But Futurehouse, along with other light pen
38 COMPUTE! May 1984
manufacturers and software publishers, is begin-
ning to design software that can be used with a
light pen. "The potential applications are enor-
mous," says Byrne Elliot, president of Inkwell
Systems, another pen manufacturer,
"Not just being able to point at a menu option
you might want. They'd be great with even things
like spreadsheets and word processors. Instead of
learning a lot of control commands that can be
very frustrating, you can move text and figures
around quickly and easily."
Doing What Comes Naturally
If you've ever tried using spray paint to letter a
sign or illustrate a big banner, you have an idea of
what drawing with a light pen feels like. The
stream of color sometimes comes out faster than
you can control it.
Drawing on a graphics tablet
is not quite so novel a technique
to master. It's like drawing on a
piece of paper with a pencil, or
drawing pictures on a steamy
windowpane with your finger.
Using these pens or tablets
is, however, intuitive, to a degree.
"Among the first skills that
everyone learns when they're
young is drawing or writing,"
says Howard Leventhal, presi-
dent of Suncom, manufacturers
of Animation Station. "There are
no other input devices that let
someone do that in such a friendly
way."
This may be why these new
input devices are being so highly
touted as educational tools.
"There's a strong motivation for
people to buy for educational
purposes," says Leventhal.
Like Being A Kid Again
It's not hard to see why graphics tablets and light
pens can open the world of computing for chil-
dren. These peripherals don't require the hand-
eye coordination or knowledge of letters and
numbers that a keyboard does.
"Light pens are superb for education. They
really expedite the learning process," says Elliot.
"They're a good way to get around the intimida-
tion of the keyboard. To respond to software using
a keyboard, you have to type in a series of letters
and numbers, then return. The light pen is gener-
ally 10-15 times faster than that."
BobRanson, president of Chalkboard, agrees.
"Graphics tablets allow the preliterate child to
use a computer without having to deal with a
keyboard," he says. "There are lots of two- and
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THE WORLDS GREATEST BASEBAILGAME.
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Real baseball is
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Strategy Games for the Action- Game Player
The Inside Story:
How Graphics Tablets
And Light Pens Worl<
Ottis R. Cowper, Technical Editor
Many programmers find graphics tablets
and light pens among the most mysterious
of peripherals, but the principles of both are
really fairly simple.
The graphics tablet is similar in operation
to the more familiar game controller paddles.
A paddle consists oi a variable resistor, a device
which can vary the amount of electric current
passing through it. For example, rotating the
paddle all the way clockwise would allow
full current to flow; turning it completely
counterclockwise would cut off all current. A
computer which accepts paddles must have
circuitry which can read the varying current
and provide a numeric reading which is
proportional to the current, and hence to the
position of the paddle knob. This is usually
zero when the paddle is rotated all the way
in one direction, 255 when the paddle is
turned completely in the opposite direction.
Joysticks for the Apple, Color Computer,
and IBM function in a similar manner, with
one resistor on the horizontal axis and
another on the vertical.
Graphics Tablet Positions
In a graphics tablet, thin sheets of a special
film are used in place of the variable resistors.
When you press down on the film, a current
flows, with the amount of resistance de-
pending on where on the film you press. For
example, if the film is set up to register hori-
zontally from left to right, pressing on the
left edge is equivalent to turning the paddle
for minimum resistance, while pressing on
the right edge is like turning the paddle for
maximum resistance.
The working area of the tablet consists
of two sheets of this film, one arranged to
register horizontally and one arranged for
vertical measurements. The same circuitry
used to read paddles (or Apple and IBM joy-
sticks) can be used to read the tablet — the
computer interprets each of the sheets as a
paddle. What would normally be one paddle
reading is the horizontal position of the point
on the pad being pressed, while the other
reading gives the vertical location.
One significance of graphics tablet de-
sign is that you should be able to substitute
paddles (or the joystick for Apple or IBM) in
programs which call for the tablet. Con-
versely, you might experiment with using
the tablet in programs which call for paddles,
although the tablet isn't likely to replace
paddles for playing Pong or Breakout.
Holes Of Light
To understand how a light pen works, you
must first understand how screen images are
created. The chief element of any video dis-
play device, television or monitor, is a
cathode ray tube (CRT), a sealed glass funnel
with an electron "gun" in the narrow end
and a specially coated screen across the wide
end. The gun shoots electron:; at the screen,
leaving tiny bullet holes of light where the
electrons strike the dark screen.
The shots are not random; they are care-
fully targeted by powerful electromagnets,
the big coils of wire around the throat of the
CRT if you've ever looked inside a TV or
monitor. Starting at the upper left corner of
the screen, the gun is swept across at a con-
stant speed. Shots are fired at the spots that
need to be lit up to form part of an image.
When the gun has swept all the way across
to the right edge, firing is halted while it is
aimed at the left edge again, slightly lower
than on the first pass. Thus, the spray of
40 COMPUTE! May 1934
PUZZLEPANIC
KEN USTON THINKS HE CAN DRIVE YOU CRAZY.
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PuzzlePanic— The
computer game that's sure to have you
crying "uncle." Designed by Ken Uston,
blackjack and arcade game player extra-
ordinaire, PuzzlePanic takes you through
49 increasingly difficult screens based
on seven different games of action, logic,
strategy and challenge. Compared to
PuzzlePanic, Rubik's Cube'is child's
play. So put on your thinking hat,
grab your joystick, get ready for the
contest of your life, and let Ken Uston
drive you crazy.
One player; joystick controlled.
Epyx
hi/7
Strategy Games for tfte Action-Game Player
shots forms rows across the screen. Several
rows are required to form a character. For
example, alphanumeric characters for many
computers are eight lines tall. To see this,
type some spaces in inverse video. If you
■ look closely, you'll see that the reverse space
character is a stack of thin, closely spaced
lines rather than a solid block.
The drawing process must be repeated
over and over because the bullet holes of
light glow for only a fraction of a second be-
fore fading away. In most computers, the
screen is redrawn every '/«) second. If you
had a very fast stopwatch that you started
when the gun began firing at the upper left
corner, you could read the elapsed time
on the watch when the spray of electrons
reached any particular point on the screen
and, from this reading, determine how far
you were from the starting position at the
upper left.
This is the secret of light pen operation.
In its simplest form, the pen is a plastic
cylinder housing a phototransistor, a light-
activated switch. {The phototransistor is what
you see behind the lens at the end of the
pen.) When the pen is held to the screen, the
beam of electrons which light up the screen
triggers the phototransistor, causing it to
signal the computer that the beam has been
detected. The computer must then check its
video stopwatch to see how much time has
elapsed since it started drawing the screen.
It can then compute where on the screen the
pen is being held.
If the screen is being drav^fn many times
a second, the pen will detect the spray of
electrons each time the screen is drawn. Since
the spots of light are so small, the pen may
be triggered at a slightly different point each
time. The readings you get from simple pens
can thus be somewhat unsteady, especially
for the horizontal location of the pen. Pro-
grams written for simple pens usually require
that you touch a key on the keyboard to tell
the computer when you want the reading to
be accepted.
More sophisticated (and hence more
expensive) pens have additional circuitry
which allows them to latch after triggering
so that the readings do not change every
time the screen is drawn. This means the
readings will be much more stable, and that
you will not need to use the keyboard. A
switch in the pen tells it when to hold the
current reading. In some, the switch is built
into the nose of the pen so that you latch the
reading by simply pressing the pen against
the screen.
If you want to use a light pen or a
graphics tablet with your own programs,
keep in mind that they won't draw on the
screen for you. Like a joystick or a set of
paddles, the pen or pad provides only
numeric readings. It's up to you to write the
software which will decipher the input from
the pen or tablet and then accomplish some-
thing in your program.
three-year-olds using them,"
Beyond that, graphics tablets and light pens
can attract adults as well. "People seem to enjoy
being able to sit down and draw," says Ranson.
"Graphics tablets meet a fundamental human
need — the need to express oneself."
Light Pen Elbow?
The naysayers to these new communication tools
complain about physical inconveniences. Your
arm can get tired from holding the light pen. The
cord can get tangled and caught under things. It
can be confusing to look back and forth from the
tablet to the screen.
"There is a spatial problem when you're writ-
ing or drawing on the screen," says Ranson. "But
I don't think it's major." Elliot argues that "Once
familiarity sets in, you don't look at the tablet."
A more serious accusation is that thev're kids'
stuff, that you can't do more than draw pictures
of trees and bunnies and houses.
"Granted, tl^iey're great for kids," says Byrne
Elliot. "I know a lot of kids use Flexidraw for things
like making valentines. But I also know of women
who use it to design wallpaper and make dress
patterns, and professionals who draw up plans
for the interiors and exteriors of buildings with it.
Graphics is becoming a lot more important to
different kinds of people."
Input For The Future
Will a new input device come along thai will make
pens and tablets or, for that inatter, keyboards
obsolete? "Voice recognition is not as simple as
some people think," says Chalkboard's Ranson.
"Say you're a writer and want to sit down and
dictate your work. I defy you to read everything
you write all day. You'll lose your voice.
"Until we've reached the ultimate, there will
be a lot more people exploring how to get into the
computer other than QWERTY. We've been exist-
ing with joysticks and keyboards for a long time
now. There will always be room for more than
one input device." q
42 COMPUTE! Moy1964
Ilv '}
I
If you've been having a hard time
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there's more to life than fun and games,
you're not alone.
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SpellPiick™, it even corrects your spelling! Once you've
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The Consultant"
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brain. Organize files for recipes, albums,
or the membership of your service club.
Then search, sort, arrange and
analyze your information with speed
and flexibility that's simply astounding.
SpellPack
teaches your 64 to spell. It checks an entire
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dictionary of over 20,000 words. And you
can add up to 5,000 of your own
specialized terms. Type letter perfect eveiy
time!
BusOtrdfl"
is a magic box that lets you transform your humble
home computer into a powerful business machine. It
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BJ,'80 ™ Cohimn AH^jntor
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Basic 4.0 commands greatly simplify
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Discover the true power of your
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A Portrait Of The Computer Artist
With Mil<e Newman
description of his computer art. He spoke
with us recently about his development as a
computer artist and the future of personal
computer art.
Newman is quickly becoming one of
the recognized masters of computer art. His
work has been exhibited worldwide. Many
of his computer paintings were featured
in foseph Deken's recent book Computer
Images: State of the Art.
I Newman, 29, is supervisor of Creative
IServices for the DICOMED Corporation of
Minneapolis, an international leader in pre-
cision computer graphics. What started four
years ago as a part-time experiment with
DICOMED has since blossomed into a
|: full-time commitment to computer
art. His paintings were created on
a $130, 000 state-of-the-art
computer design station.
COMPUTE! Books
GRAPHICS
COMPUTEI's Reference
Guide To
Commodore 64
Graphics
A complete tutoftal on
Commodore 64 graphics.
Noted Commodore author
John Herlborn explains
how to program sprites,
multicolored screens, ani-
mation, custom characters,
and more. Beginners will
like the step-by-step in-
structions and ciear ex-
ample programs. Advanced
programmers can build up
their tool kit with the character editors, sprite editors, screen
design program, and other useful utilities.
218 pages, paperback.
Spiral bound for easy access to programs.
$12.95
ISBN 0-942386-29-9
■FOR KIDSi
VIC Games For Kids
Contains 30 games written
just for kids (although adults
will enjoy them too). This
book is an inexpensive
source of educational soft-
ware for children. The
games are designed to
teach math, geography,
history, and other topics.
Children learn while they're
having fun. They will return
to these games again and
again.
240 pages, paperback.
Spiral bound for easy access to programs.
$12.95
ISBN 0-942386-35-3
COMPUTE!':
SECOND
BOOK
OF
COMMODORE
COMPUTEI's Second
Book of
Commodore 64
Continues in the tradition
of the best-selling First
Book ot Commodore 64 in
presenting quality pro-
grams and articles, many
revised or never before
published. There's some-
thing for almost any 64
user: arcade and text ad-
venture games, an impres-
sive word processor, a
program which adds 4 1
new BASIC commands, an
electronic spreadsheet, sound and graphics tutorials, and
information on saving, copying, and retrieving files.
288 pages, paperback.
Spiral bound for easy access to programs.
$12.95
ISBN 0-942386-44-2
COtVSVIB'sftsrBco;
-COMMODORE"
COIVIPUTE! s First
Book Of
Commodore 64
An excellent resource for
users of the 64, with some-
thing for everyone: BASIC
programming technigues.
a memory map, a machine
language monitor, and
information about writing
games and using peripher-
als. Many ready-to-type-in
orograms and games.
264 pages, paperback.
Spiral bound for easy access to prcgrams.
$12.95
ISBN 0-942386-20^5
UUI III
COMPUTE is First
Book Of
Commodore 64 Games
Packed full of games:
"Snake Escape," "Oil Ty-
coon, ""Laser Gunner,"
"Zuiderzee," and many
more. Machine language
games requiring fast hands
and a good eye, as well as
strategy games which will
exercise your mind. Intro-
ductory chapters and an-
notated listings provide
s^ :_.^; ideas and techniques for
writing games. An excellent
introduction for 64 owners who want to Degin writing games.
21 7 pages, paperback.
Spiral bound for easy access to programs.
$12.95
fSBN 0-942386-34-5
m toTT^ co^lffi'.is^
COMPUTE!'! First
Book Of Tl Games
Although this book is
packed with ready-to-type-
in games |29 in all), it is
more than just a book of
games. It is designed to
teach game programming
techniques. Introductory
chapters explain the special
features of the TI-99/4 and
99/4A, giving advice on
coding techniques. Most
i,^, games include an explana-
tion of how the program
works. Contains mazes,
chase games, old favorites, thinking games, creative chal-
lenges, and more.
211 pages, paperback.
Spiral bound for easy access to programs,
$12.95
ISBN 0-942386- 1 7-5
COMPUTEI's Second
Book Of VIC
This is just the book to
follow the best-selling First
Book of VIC: clear explana-
tions of programming
techniques, an extensive
memory map, a mini word
processor, a system for
creating sound effects, a
custom character maker, a
machine language assem-
bler, and "Gumball," an
extraordinary all-machine-
language game.
274 pages, paperback.
Spiral bound for easy access to programs.
SI 2.95
ISBN 0-942386-16-7
COMPUTEI'S FIRST BOOK OF
■hCOMMODORE^
SOUND
AND
GRAPHICS
;ii::i^jirivji!ffaii*tfii/:-H:s;iiP_il;'^ijcz£i^:;?iri^S^T:;
COMPUTEI's First
Book Of 64 Sound
And Graphics
Clear explanations of the
64 's sound and graphics
capabilities. Includes many
tutorials and example pro-
grams: "MusicM3Ster,"a
complete music synthe-
sizer; "High-Resolution
Sketchpad," an all-
machine-language pro-
gram for making computer
art; and "Ultrafont Character
Editor," one of the best
character editors available.
The appendices feature
useful reference charts and conversion tables.
275 pages, paperback.
Spiral bound for easy access to programs.
$12.95
ISBN 0-942386-2 1-3
COMPUTE!' Publicationsjnc®
One of the ABC Publishing Companies y^^^
Post Office Box 5406, Greensboro, North Carolina 27403
picking these icons, or picto-
grams. For instance, if vou want
to examine color and work with
the color menu, you'd go to a
magnifying glass icon that's
perched over a picture of a rain-
bow. And that means to examine
color.
The design station has 640
pixels across on the screen and
480 down. VVe write everything
down on the disk in very high
resolution — 8000 lines. We can
zoom into an area. We don't
blow up the frame buffer as on
other systems where you get
great big pixels, big squares.
We read it off a disk and redraw
it so that we can actually address
the resolution that the film re-
corder [which turns the image
into a color slide] is going to
see. So, we have the addressa-
bility of that high resolution,
which is unique.
Then everything goes di-
rectly onto the disk. We have
over 16 million colors that we
can blend and use on the system.
One of the things that we found
out early on, and one of the
things I was adamant about,
was that we don't have lo con-
sciously dump the data to disk.
We have a continuous disk up-
date system. But you can back
yourself up in case you're going
in a direction that you don't like
and you want to get back to a
previous state.
As an artist, you're gener-
ally intensely working on some-
thing and the last thing in the
world you want to do is to re-
member to save this or that.
COMPUTE!: What's the attrac-
tion of computer art?
Newman: The first thing that
attracted me was that it took
only about ten minutes to un-
derstand that this was just
another tool, and that you could
put a computer and art together.
Computer a tisl Mike Newman
inspects his own digitized image.
THERE'S A COMPUTER BORN EVERY MINUTE
GIVE IT A HOME.
For vw*y«Sfd with the CS-1632 you can house your compulcr.
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For those with a large computer family the CS-2748 gives you ail the room you
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that's hard to believe: $299.95.
The CS-i632 computer storage
cabinets compact yet functional
design fits almost anywhere
while housing your computer
monitor, joysticks, software.
books and peripherals all for
only $89. 9S.
The slide out shelf puts the
computer at the right height and
position for easy comfortable
operation.
The fold up locking door keeps
unwanted fingers off the key
board when not in use.
To store joysticks just turn them
upside down and slide them into
the inverted storage tack.
Twist tabs on the back of center
panel allow for neat concealed
grouping of wires, while power
packs rest hidden behind center
panel on shelf
The slide out software tray
has room for 14 cartridges or
cassettes and up to 30 diskettes.
Most brands of software will fit
between the adjustable parti-
tions with a convenient hook for
the spare key al rear
Stand fits Atari 400 & 600.
Commodore 64 S VIC 20.
Ti 99/4A and TRS-80.
Cabinet dimensions overall 36"
high X 33-7/8" wide x 16" deep.
To order CS- 1632 send 539.95 lo; To order CS.2748 send S29y.95 to:
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The two slide-out shelves put
the keyboard at the proper oper-
ating height while allowing easy
access to the disk drives.
The bronze tempered glass door
protecting the keyboard and
disk drives simply tifts up and
slides back out of the way during
use.
Twist tabs on the back of the
center pane! allow for neat con-
cealed grouping of 'jvircs while
a convenient storage shelf for
books or other items lies below.
The printer sits behind a fold
down door that provides a work
surface for papers or books
while using the keyboard. The
lift up top allows easy access
to the top and rear of the printer.
A slot in the printer sheif aliows
for center as well as rear
feed printers.
Behind the lower door are
a (op shelf for paper, feeding the
printer, and a bottom sheif to
receive printer copy as well
as additional storage.
Stand fits same computers
as the CS-1632 as well as the
Appie i and II, IBM-PC. Franklin
and many others.
The cabinet dimensions overall:
39-1/2" high X 49" wide
X 27" deep.
Keyboard shelf 20" deep x 26"
wide. Disk drive shelf 15-34"
deep X 26" wide. Top dielf for
monitor 17" deep x 27" wide.
Printer shelf 22" deep x 19" wide.
Some people think of the
stereotype of a mathematically
oriented artist, of which there
are very, very few. There are
some who do write their own
programs and do artwork, but
they are in a completely different
ballpark. They are artists and
scientists at the same time.
I figured if I could do this,
then anybody could. It also at-
tracted me that this was not a
threat, because the computer
wasn't going to do anything
without me. It wasn't going to
do anything terrific without
somebody who knew about art.
COMPUTE!: What made you
reach that conclusion?
Newman: When I saw the work
that some of the programmers
were doing. They weren't doing
terrific work [artistically], al-
though one of the programmers
does really great graphics be-
cause he also likes art.
It became clear very quickly
what the benefits were: I could
make a piece of art and experi-
ment with it, begin to do things
with it, and see that instead of
just think about it. In conven-
tional graphics you say "I won-
der what this would look like if
it were smaller, or turned a little
bit?" Whatever the changes —
color, position, rotation, dupli-
cation— instead of thinking
about it, with the computer you
can try it. You just do it.
It allows the artist to do real-
time dreaming, giving you a
much stronger sense of design.
It's the same thing with color.
The best thing I ever did was to
take up watercolors because I
had to understand what colors
were doing when they were on
top of one another, when they
were mixed together. And the
computer just enhances all that.
Now I blend colors in the
same way using the computer,
but I can see the artwork. After I
have the artwork done, I can
begin to play with colors and
with shapes. It's Hke working on
a painting and the paint never
dries. You can still work with it,
but it's more permanent than
paint because it's digital on a
magnetic medium. So, the per-
manency is neat, but the flexibil-
ity is just remarkable.
COMPUTE!: How do you an-
swer critics who say that com-
puter art is not a genuine art
form?
Newman: I think that's a real
misconception. People get the
Newman created the commercial
graphics bar chart and surrounding
artwork (far left) hy using an Apple lie
and the DICOMED D38 and Imagina-
tor design stations. "Geese," (top) an
example of computer interpolation in
which Escher-st\jle geese and a photo-
graphic slide are transformed. The de-
mands of commercial graphics (bottom)
have helped to stretch the limits of com-
puter art,
opinion that computer art is
something done by a computer.
In fact I'll read that occasionally:
"This art was made by com-
'puter." Well, that whole concept
is wrong. This art was made by a
human using a computer. You
don't say "This photograph was
made by a camera." You usually
give credit to the photographer,
and it's the same thing with a
computer. Not only that, but the
person who wrote the program
for the computer did a lot of crea-
tive programming. There's
creativity there, too.
If you look at the wide vari-
ety of computer artwork, you
52 COMPimi May 1984
I
AT LAST,
Ami we don't mean o bargain-basement
special, either.
Not by a long shot. The Abati LQ-20 is a top-
quality printer, all the way Offering quiet,
bidirectional operation, an 18 characters per
second printing speed, single sheet or optional
continuous form tractor feed, and a full one-
year warranty All at a price even Ebenezer
Scrooge would love.
And you'll love it, too.
Especially when you consider that the Abati
LQ-20 is compatible with IBM, Apple, or any i
other microcomputer you might own. j^H"
Plus, it's incredibly easy to configure for word ,
processors and spreadsheets, as well as most
other software. And it's available in either serial
or parallel formats.
At $479r it's easy to see why anyone looking for
a great buy in letter-quality printers is looking at
the Abati LQ-20. So should you. After all, you p
don't have to be a tightwad to buy the Abati
LQ-20. Just act like one. Call 1-800-447-4700.
'Parallel model.
Apple is the registered trademark of Apple Computer, Inc.
IBM is the registered trademarl< of Internatior^ai
Business N^actiines Corp.
y'- -.'^■■■•r^J,^'^ '''^"^ ■
"Ed's First String Art."
can see that it's not just taking a
picture and doing image pro-
cessing, like distorting a picture.
It's starting from nothing, a blank
screen. Instead of a piece of
paper, you have a video screen.
And you work with shapes and
colors and light and textures and
all of the conventional things
that we know about art. And
you put these things together.
It has human emotional
feelings built-in, just as every art
form does. That's what makes it
art. My work looks different
from somebody else's work.
That's because emotions are
involved, and that's what com-
puters don't have. Without the
artist, it just sits there.
COMPUTE!: What influences
have contributed to your com-
puter artwork?
Newman: I take in as much in-
formation from as many sources
as possible. I like to think that
54 COMPUTE! Mav1984
my visual artwork is influenced
by music as much as it is by other
artists. I don't draw boundaries
between dance and literary art
and visual art. To me, it's all-
encompassing. So I may have a
visual depiction of a song, or
music may have a certain effect
on me that will give me a differ-
ent sense of color for a particular
design.
I am, however, influenced
by other artists, I'd say the first
computer artist — who was a
computer artist without a com-
puter— was M.C, Escher. This
gets back to saying that computer
art is not necessarily art made by
computers. It's art made by hu-
mans. If you look at Escher's
work, it was made by the "com-
puter" that he carried around
with him. To me, he is the first
computer artist. The difference is
that he didn't have a computer.
Also, I'm very influenced by
design technology — the revolu-
tionary. Buckminster Fuller,
although he wasn't an artist in
the conventic)nal sense, had a lot
of influence on my work. And a
host of a thousand musicians
and other artists. [Laughs] In an
unconscious way, I'm affected
by everything that I see — Andy
Warhol, James Wyeth — I enjoy
everything.
COMPUTE!: What advice would
you give those who want to get
started in computer art?
Newman: The first thing you
want to do to be a computer artist
is to be a gooQ artist. You can
learn the computer part, but it's
hard to develop artistically.
Whether you do it in art school
or on your o-\vn, develop the
artistic talent first.
I was not willing to become
only a fine artist, because I was
afraid that I v/ould wind up being
a starving artist, and that's not
what I wanted in life. Some
Now your Commodore 64^
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Apple, AI.«. Commodore end IBM are roistered .r«len,=rks of Apple C6n.pu(er Co,por.Uon. Al.,1 Inc.. Commodore Bu.M«. Machmes and InlomWionel Buslnc, MechlnM Corpor^llon respeclLel,,
4^0^<^
®
':^wrf\o^-~
Newman's "Metamorphosis" is another form of computer interpolation. Caterpillar becomes butterfly.
people feel so committed to the
work they're doing that they'll
take that. Those are conventional
decisions you make about art,
and they need to be made.
There are some schools in
the United States and Canada
now that are beginning to have
computer graphics programs.
They will give you a good over-
view of the types of systems that
are out there, and also give
hands-on experience on the
equipment so that they know
what computer graphics is all
about.
COMPUTE!: What are the limi-
tations in computer art?
Newman: There's no medium
that does everything. The more
56 COMPOni MOV 1984
painterly aspects of art are hard
to simulate. In order to get the
high resolution we have, we're
based on what we call graphic
primitive shapes. You tell the
computer you want to make a
line, and it knows you want to
make a line. You tell it you want
to make a perfectly round shape,
and it expects you to tell it if you
want a full round shape, how
big it's going to be, and where
it's going to start and stop.
There are other systems that
work on a property of more
painterly aspects, and these sys-
tems are called paint systems.
They're more like what you see
on personal computers these
days. That is, you say you want
to make a brush that is this fat
and you want it to be this color,
for instance.
The only problem is that
you're just concerned with which
little lights [pixels] are on and
off, and it's hard to translate that
into high resolution. You can't
just take a display, even if it's a
high-resolution display, and,
say, double it and expect it to
look better.
I do feel, however, that at
some point this won't be a prob-
lem. I still consider this medium
to be in its very beginning stages.
We're just coming out of the
basement now. All I know is
that as an ar iist who has access
to computers, 1 have a lot to look
forward to. And I expect many
great things to occur. ©
^ooo
Jooo
COMPUTERS!
''OOO
vJ
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Plotting
Tim R. Colvin
Hozv many times have you seen beautiful three-
dimensional grapliics in the ads for video monitors and
printers? Now, with these easy-to-use programs, you
can create three-dimensional images of your own. Ver-
sions are included for the Commodore 64, Atari, Apple,
IBM PC and PCjr.
These two programs, "Rectan" and "Spheri,"
will plot three-dimensional figures using informa-
tion which you provide.
You don't really need to delve into the
mathematics which produce the images. You can
just fiddle with the examples given to produce
many effective displays. Let's look at some graphic
examples. First type in each program and SAVE it
to tape or disk.
Then LOAD Rectan. To have Rectan draw a
hyperbolic paraboloid, or "saddle function" (it
resembles a riding saddle), replace line 790 with:
790 Z=X*X/4-Y*Y/9
and give the following inputs:
-2,2,-3,3,25,25,45
For another interesting design, use:
790 z=-l/(X*X+Y*Y+.5)
and give the following inputs:
-1,1,-1,1,20,20,45
The program will print SCREEN SCALING
IN PROGRESS. The program is scaling the image
to fit on the screen, which can require a lot of time.
The rule is: The more complicated the description
of the surface, the longer this step takes.
58 COMPUni May 1984
The Plotting Begins
When the previous step is completed, the screen
will clear and turn cyan. The high-resolution
plotting now begins. When the plot is finished,
the color of the top left corner of the screen will
change color. The program is locked in a loop so
you can look at your creation. When you have
finished looking at the display hold down RUN/
STOP and hit RESTORE.
A Spheri Demonstration
To see a torus {doughnut shape), type NEW to
clear memory. Then LOAD Spheri, replace lines
820-840 with;
820 XT=(4+C1)*C2
830 YT=(4+C1)*S2
840 ZT=S1
and give the following inputs:
0,360,0,360,25,25,45
For a sphere, use:
820 XT=C1*C2
830 YT=C1*S2
840 ZT=S1
and give the following inputs:
0,360,0,180,15,15,45
An Illusion Of Depth
These programs use rectangular and spherical coor-
dinate systems to create an illusion of depth in the
screen image. You're probably familiar vvfith the
X-Y coordinate system used to specify the location
of a point on a flat surface. For example, in Figure
1 the point is located five units over on the X axis
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A program which can be used by itself (stand-
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and six units up on the Y axis. The point is said to
be at location 5,6.
^^^K
^^^^^^^K
Figure 1: l^^^^^H
Two-Dimensional
Rectangular Coordinates
' X=5
mv
This simple system works well for specifying the
location of a point in a two-dimensional design
on a flat surface, but for 3-D plotting you need a
third coordinate.
Several coordinate systems are commonly
used to plot three-dimensional surfaces. The par-
ticular coordinate system you should use depends
on the shape you want to draw. Any system can
be used, but if you choose the right system, you
can simplify your calculations considerably.
A Simple Solution
The easiest system to understand is just an exten-
sion of the rectangular (X-Y) coordinates you are
already familiar with. All you need to add is a
third coordinate (Z) for the third dimension. For
example, the point in Figure 2, below, is located
five units out on the X axis, six units over on the
Y axis, and four units up on the Z axis. The point
is said to be at location 5,6,4.
z Figure 2:
1^ Three-Dimensional
Rectangular Coordinates
X = 5
Y = 6
Z = 4
7L— , — ^ Y
A System For The Stars
On the other hand, if the design you wish to draw
is roughly the shape of a sphere, you should use
spherical coordinates. In that system, a point is de-
scribed by two angles and a distance from the
origin. For example, astronomers use spherical
60 COMPUTE! May 1984
coordinates to describe the position of a star rela-
tive to the earth. The nzimuthal angle of the star,
designated by the Greek letter theta ( 6 ). is the
direction you must face to view the star. If north
is taken to be zero degrees, then a star that lies
due east has an azimuthal angle of 90 degrees.
The elevation angle, designated by the Greek letter
phi ( <}) ), specifies how much you must tilt your
head back to look directly at the star. If the horizon
is taken to be zero degrees, a star that is directly
overhead has an elevation angle of 90 degrees.
Finally, the radial distance, designated by the letter
r, is the distance between the earth and the star.
Using spherical coordinates, the point shown
in Figure 2 has an azimuthal angle of 50.2 degrees,
an elevation angle of 33.7 degrees, and a radial
distance of 8.77 units, as shown in Figure 3.
z Figures:
Spherical Coordinates
- -n 6 = 50.2°
/ ' (J) =33.7°
I r = 8.77
1
Despite the fine graphics they produce, these
programs have a couple of limitations. Screen
pixels are taller than they are Vk'ide, which makes
spheres look slightly less round than they should.
Also, we see the surface as if ii were transparent
and contour lines were drawn on it. A more ad-
vanced program (such as those available commer-
cially) would remove lines that we couldn't see if
the surface were not transparent.
Program 1:Rectan— 64 version
Refer to the "Automatic Proofreader article before typing this
program in.
100 REM * THREE-DIMENSIONAL SURFACES *
: rem 2 53
110 REM * IN RECTANGULAR COORDINATES *
irem 212
130 PRINT CHR$(147) : rem 15
140 PRINT "LOWER X LIMIT ";: INPUT Al
:rem 51
150 PRINT "UPPER X LIMIT " j ; INPUT Bl
:rem 66
160 PRINT "LOWER Y LIMIT ";sINPUT A2
:rem 65
%■ *^^
.■' ']
Handle —A Complete Line
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\^
Handle your home
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with Calc Result
CaJc Result Easy is a simple- to-use spread-
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includes 254 lines x 64 columns, built-in
graphics, and flexible printout formats.
Plug-in cartridge... just plug it in and its
ready. Perfect for cash flow analysis, perso-
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credit card expenditures, gas and elec-
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Calc Result Easy $49.95
Calc Result Advanced gives you 32 pages of
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and disk. Disk drive required.
S9
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^salfS a 300 2Y5 35«i
m\ti 1 <k% Aki soi
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298
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^78
tiSD^sa^s "=> "• "«
T8g
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A complete database
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flexibility to design a personal calendar
or address book.
Diary $29.95
Tvam statistical
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graphic format
GRAF 64 converts mathematical functions
into graphical andysis on the Commodore
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Define a function, set the limits of an axis,
plot a graph and display the extreme
points, intersection values, etc.
Calc Result Advanced $99.95
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The hyperbolic paraboloid resembles a saddle or a trough
curving downward.
170
180
190
200
PRINT "UPPER Y LIMIT ";: INPUT B2
; rem 70
PRINT "SLICES IN X
PRINT "SLICES IN Y
"; 1 INPUT Nirem HI
"; tINPUT Mtrem 112
PRINT "OBSERVATION ANGLE
; : INPUT Q
;rem 108
"SCREEN SCALING IN PROGRESS"
irem 49
Q=Q*. 0174532925 i rem 209
CS=COS(Q) :rem 239
SI=SIN(Q) :rem 251
H1=(B1-A1)/319:H2=(B2-A2)/(N-1)
irem 254
H3=(B1-A1)/(M-1) ;H4=(B2-A2)/319:rem 2
H1=99999999:M2=M1:N1=-M1:N2=N1
: rem 167
FOR Y=A2 TO B2 STEP H2
FOR X=A1 TO Bl STEP HI
210 PRINT
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
GOSUB 610
NEXT X
NEXT Y
FOR X-Al TO Bl STEP H3
FOR Y=A2 TO B2 STEP H4
GOSUB 610
NEXT Y
NEXT X
:reni 87
I rem 84
rem 170
: rem 43
: rem 45
;reni 81
! rem 86
rem 175
I rem 49
:rem 49
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
540
550
560
D=ai92sPOKE 53272, PEEKC53272)OR8
:rem 218
POKE 53265, PEEK(53265)OR32 : rem 125
FOR I=D TO D+7999:POKE I,0:NEXT I
; rem 9
FOR 1=1024 TO 2023:POKE I,3:NEXT I
:rem 6
: rem 52
:rem 56
:rem 102
: rem 126
:rem 106
:rem 113
: rem 13
:rem 90
! rem 78
:rem 181
: rem 46
;rem 48
! rem 84
:rem 89
: rem 186
Tl=(Nl-Ml)/2
T2=CN2-M2)/2
W=T1/T2
IF W<1. 60606061 THEN 480
XS=159:2S=159/W
GOTO 490
XS=99*W:ZS=99
FOR Y=A2 TO B2 STEP H2
FOR X=A1 TO Bl STEP HI
GOSUB 690
NEXT X
NEXT Y
FOR X=A1 TO Bl
FOR Y=A2 TO B2
GOSUB 690
570 NEXT Y
580 NEXT X
590 POKE 1024,16
600 GOTO 600
610 GOSUB 790
620 XT=X-Y*CS
630 ZT=Z-Y*SI
640 IF XT>N1 THEN N1=XT
650 IF XT<M1 THEN Ml=XT
660 IF ZT>N2 THEN N2=ZT
670 IF ZT<M2 THEN M2=ZT
680 RETURN
690 GOSUB 790
700 XT=160+INT(XS*CX-Y*CS-N1+T1)
710 ZT=100-INT(ZS*(2-Y*SI-N2+T2)
720 R0=INTCZT/8)
730 CH=INT(XT/8)
740 LN=(ZT)AND7
750 BI=7-( (XT)AND7)
760 BY=D+320*RO++8*CH+LN
770 POKE BY,PEEK(BY)0R(2TBI)
780 RETURN
790 Z=X*X/4-Y*Y/9
800 RETURN
:rem 52
: rem 52
; rem 39
: rem 101
:rem 183
: rem 31
: rem 42
; rem 41
5 rem 38
: rem 49
;rem 46
: rem 126
:rem 191
/Tl)
srem 82
/T2)
srem 94
: rem 200
: rem 177
:rem 123
5 rem 32
I rem 76
;rem 178
srem 127
:rem 229
irem 120
160 PRINT "LOWER PHI LIMIT
170 PRINT "UPPER PHI LIMIT
180 PRINT "SLICES IN THETA
190 PRINT "SLICES IN PHI ";
STEP H3
STEP H4
Program 2: Spherl— 64 version
Refer to the "Automatic Proofreader" article before lyping ttiis
program in.
100 REM * THREE -DI MENS I ONJ\L SURFACES *
: rem 253
110 REM *{2 SPACES} IN SPHERICAL COORDINAT
ES{2 SPACES]* :rem 55
130 PRINT CHR$(147) : rem 15
140 PRINT "LOWER THETA LIMIT "r:INPUT Al
1 rem 91
150 PRINT "UPPER THETA LIMIT ";:INPUT Bl
trem 96
" r : INPUT A2
:rem 201
" ; : INPUT B2
trem 206
"; : INPUT N
:rem 141
s INPUT M
trem 248
200 PRINT "OBSERVATION ANGLE "; s INPUT Q
trem 108
210 PRINT "SCREEN SCALING IN PROGRESS"
irem 49
220 U=. 0174532925 trem 90
230 Q=Q*U srem 243
240 CS=COS(Q) srem 240
250 SI=S1N(Q) trem 252
260 H1=(B1-A1)/319:H2=(B2-A2)/(N-1)
irem 255
270 H3=(B1-A1)/(M-1) tH4=(B2-A2)/319:rem 3
280 M1=99999999:M2=M1;N1=-M1:N2=N1
trem 160
290 FOR Y=A2 TO B2 STEP H2 trem 88
300 FOR X=A1 TO Bl STEP HI srem 76
310 GOSUB 620 trem 172
320 NEXT X trem 44
330 NEXT Y trem 46
340 FOR X=A1 TO Bl STEP H3 trem 82
350 FOR Y=A2 TO B2 STEP H4 trem 87
360 GOSUB 620 trem 177
370 NEXT y trem 50
380 NEXT X trem 50
62 COMPUTCI Way1<J84
V
^.
THE ULTIMATE FtlGHT EXPERIENCE
A- -/
:.:^^:^<PC'-
OVER TWO DOZEN GAME SCREENS !
Put yourself in the pilot's seat of an advanced AGX hypersonic fighter! The year is 2036 and
the time is now. Your mission is to destroy COMPUTER COIMTROL, a renegade CPU out to take
over the untuerse. You'll fly in low over awe-inspiring scenery whose beauty just might be your
end. Guarding the approach to its fortress is an endless array of computer controlled FLAK
batteries. They always seem to know where you are, where you're going and where you'll be.
You fire, evade, fire again ... Your hand tightens around the flight control, you push harder on
the fire button, the tension builds ... Can you take it? Will you survive the FLAK?
BY: Y. Lempereur
and A. Marsily
SEE YOUR DEALER
or write or call for more informa-
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dealer, send S34.95 plus S2.00 for
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Mastercard /Visa accepted.
ainsoFT
286'11B Canwood St.
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818-991-6540
TELEX 181161
Available now for:
APPLE ll/IIE &
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3 Car.'ro3o-e 6i are vsxwai^s of Apple Computer. Alan, ana CsTimodD'e mi . inc resbectwely.
The Mathematics Of
3-D Plotting
"Rectan" plots surfaces using rectangular
coordinates (x,y,z). The values for x and y
are specified; the value of z is then given by
z = f(x,y) for some function f.
To use Rectan, specify the function f{x,y)
in line 790. For example, z = x*x/4-y*y/9
defines a hyperbolic paraboloid.
"Spheri" plots surfaces using spherical
coordinates. This method describes a point
on the surface using three parameters: radial
distance from the origin, r; azimuthal angle,
theta ( 9 ); and elevation angle, phi ( <^).
To use Spheri, specify x,y, and z (called
XT,YT, and ZT in lines 82&-840) as functions
of r, theta, and phi in lines 820-840.
Parameters And Slices
Both programs are structured the same. You
specify parameter ranges. In Rectan these
are for x and y; in Spheri, for 0 and <l>.
Next enter the number of slices for the
parameters. Each slice corresponds to a con-
tour line on the surface, A contour line is
where one of the parameters is held constant.
Finally, you specify an observation
angle. This is the angle which allows you to
see a three-dimensional surface on a two-
dimensional video screen. The most com-
monly used angle is 45 degrees.
If you'd like any technical information,
or if you have a particular surface in mind
but don't know how to write an equation for
it, please write to:
Tim R. Colviij
1414 San Remo Dr.
Pacific Palisades, CA 90272
390
D=8192!POKE 53272, PEEK(53272)OR8
:rem 219
400
POKE 53265, PEEK(53265)OR32
:rem 117
410
FOR I=D TO D+7999:POKE 1,0:
NEXT I
:rem 10
420
FOR 1=1024 TO 2023:POKE 1,3
:NEXT I
s rem 7
430
Tl=(Nl-Ml)/2
I rem 5 3
440
T2=(N2-M2)/2
:rem 57
450
W=T1/T2
srem 103
460
IF W<1. 60606061 THEN 490
;rem 128
470
XS=159:ZS=159/W
srem 107
480
GOTO 500
I rem 106
490
XS=99*W:ZS=99
srem 14
500
FOR Y=A2 TO B2 STEP H2
srem 82
510
FOR X=A1 TO Bl STEP HI
srem 79
520
GOSUB 700
srem 174
530 NEXT X
540 NEXT Y
550 FOR X=A1 TO 31 STEP H3
560 FOR Y=A2 TO B2 STEP H4
570 GOSUB 700
580 NEXT Y
590 NEXT X
600 POKE 1024,16
610 GOTO 610
620 GOSUB 800
630 XT=XT-YT*CS
640 ZT=ZT-YT*SI
650 IF XT>N1 THEN N1=XT
660 IF XT<M1 THEN M1=XT
670 IF ZT>N2 THEN N2=ZT
680 IF ZT<M2 THEN M2=ZT
690 RETURN
700 GOSUB 800
710 XT=160+INT(XS*(XT-YT*CS-N1+T1
720 ZT=100-INT(ZS*CZT-YT*SI-N2+T2
730 R0=INT{ZT/8)
740 CH=INT{XT/8)
7 50 LN=(ZT)AND7
760 BI=7-( (XT)AND7)
770 BY=D+320*RO+8*CH+LN
780 POKE BY,PEEK(BY)OR(2t3I)
790 RETURN
800 XA=X*UsCl=COS(XA) :S1=3IN(XA)
810 YA=Y*U:C2=C0S(YA) :S2=SIN(YA)
820 XT=(4+C1)*C2
830 YT=(4+C1)*S2
840 2T=S1
850 RETURN
Program 3: Recton-^tari version
s rem 47
: rem 49
; rem 85
; rem 90
srem 179
srem 53
srem 53
srem 31
srem 103
srem 176
srem 200
srem 211
s rem 42
:rem 39
srem 50
s rem 47
I rem 127
s rem 175
)/Tl)
s rem 2 51
)/T2)
5 rem 7
srem 201
srem 178
srem 124
srem 33
srem 34
srem 179
srem 128
srem 206
srem 213
s rem 70
srem 88
srem 11
srem 125
Refer to the "Automatic Proofreader" orticle before typirig this
program in.
BF
OP
PE
PD
PI
CE
cc
130
140
150
160
170
1B0
190
fiO 200
OS 210
10 215
PC 220
DP 230
PL 240
PO 250
AC 260
ilH 270
FH 2B0
FE 290
VX 300
CI 3 1 0
CN 320
FB 330
FS 340
t;p 350
DB 360
DB 370
CE 380
P6 390
QL 400
CI 4 10
EK 4 1 5
OE 420
GRAPHICS
? "LOWER
"UPPER
"LOWER
"UPPER
"SLICES
"SLICES
"OBSERV
"SCREEN
U=0. 01745
Q = Q«U
CS=CDS (D)
SI=SIN (Q)
Hi= (Bl-Al
H3= (Bl-Al
Ml=999999
FDR Y=A2
FOR X=A1
GOSUB 610
NEXT X
NEXT Y
FOR X=A1
FOR Y=A2
GOSUB 610
NEXT Y
NEXT X
GRAPHICS
SETCOLQR
SETCOLOR
SETCOLOR
COLOR 1
Tl= <N1-M1
LIM
LIM
LIM
LIM
IN X
IN Y
ATION
SCAL
32925
) /319
) / (M-
99s M2
TO B2
TO Bl
IT" ; 5 INPUT Al
IT";: INPUT Bl
IT" ; : INPUT A2
IT" ;s INPUT B2
" ; : INPUT N
"; : INPUT M
ANGLE"; : INPUT
Q
ING IN PROGRESS"
:H2= (B2-A2) / <N-1)
1) ; H4= (B2-A2) /319
= M:1 :Nl = ~Mi s N2 = N1
STEP H2
STEP HI
TO
TO
Bl
B2
STEP
STEP
H3
H4
B
2,0,0
4,0,0
1,9, i:
) /2
64 COMPUH! May1984
you want to stay ahead of the personal computing
solution ...
A-elcome to COMPUTE!' s PC & PCjr!
is exciting new magazine from COMPUTE! takes
J inside the PC and the incredible new PCjr to bring
J inside information you'll find nowhere else.
fou'll discover how to get the most computer power
f your money. At home. At school. At work. With easy-
run programs. Challenging
)jects for advanced users.
|ind new sound and graphics
Jlications. Plus some of the
l>st exciting computer
ictions outside of the top-
'ret research labs!
lA'e'll help you decide what
buy. With independent
iluations of hardware,
ftware and peripherals.
imprehensive reviews of
products as they're intro-
jed. Hard-nosed evalua-
^- n.s of each machine's
•^■^angths and weaknesses.
OOMPUTEI's PC & PCjr
From the publishers of COMPUTE!
■|H|HB|IT
■1 keep you on the leading
ge of personal computing
e no other publication can.
re are some of the features
u can took forward to:
f>\come to the PCjr! A com-
J 'te introduction to IBM's
i west personal computer,
# d a fascinating peek at the
#Ji38 microprocessor - the
m ^y-but-talented brain of the
I ''
M signing PCjr — The Inside
A^^try. PCjr's creators tell how
fl^^Ky designed the new com-
^^^^■ter - from original planning
hai^tierI
Swings
OFI-liR
Announcing
the magazine
that takes you
Inside the IBM
PC and the PCjr.
COMPUTES's
DESIGNING THE PCjr:
The Inside Story
*
to trade-offs to ultimate success.
Telecomputing with Your IBM. How to link up with dis-
tant computers over ordinary phone lines, access infor-
mation services, even do office work at home with your
own machine!
Music and Graphics. How to play songs and create
sound effects with your PC or PCjr. Programs to gener-
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Your First Hour with an IBM.
How to avoid those opening
night jitters and get your com-
puter up and running fast!
Financial Analysis. Ready-to-
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PC vs. PCjr. Which one is right
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PLUS: Programming the func-
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iJJJJjJJJJJJJJJJJ
.\cct. No.
L
Kxp. Date
BI 430
6G 440
HD 450
6K 4 60
H6 470
flj 4 80
FK 490
EO 500
LF 510
CO 520
Dfi 530
F£ 540
FJ 550
LK 560
CE 570
SE 580
KF 570
LH il0
BP 620
QK 630
CJ 640
C6 650
DB 660
Ca 670
HO 680
LP 690
FC 700
BF 710
FO 720
Ht: 7 30
LE 790
HI 800
T2 =
W = T
IF
XS =
GOT
XS =
FDR
FOR
GOS
NEX
NEX
FOR
FOR
GOS
NEX
NEX
END
GOS
XT =
ZT =
IF
IF
IF
IF
RET
GOS
XT =
)
ZT =
PLO
RET
Z = -
RET
(N2
1/T
W< 1
159
0 4
79*
Y =
X =
UB
T X
T Y
X =
Y-
UB
T Y
T X
UB
X-Y
Z-Y
XT>
XT<
ZT>
ZT<
URN
UB
160
-M2) /2
2
.60606061 THEN 480
: ZS=159/W
90
W: ZS=79
A2 TO B2 STEP H2
Al TO Bl STEP HI
690
Al TO Bl STEP H3
A2 TO B2 STEP H4
690
790
«CS
«SI
NI THEN N1=XT
Ml THEN M1=XT
N2 THEN N2=ZT
M2 THEN M2=2T
790
+INT(XS»(X-Y*CS-N1+T1>/T1
B0-INT (ZB« CZ-Y«SI-N2 + T2) /T2)
T XT, ZT
URN
1 / ( X«X+Y«Y + 0.5)
URN
Program 4: Spheri^Atari Version
Refer to the "Automatic Proofreader" article before t/ping this
program in,
BF
AN
BC
HL
lA
DP
130
140
150
160
170
180
190
BO 200
DD 210
10 215
PC 220
OP 230
a 240
PO 250
AC 2 60
KH 270
FH 2e0
FE 290
KK 300
CL 3 10
CN 320
fB 330
FB 340
r,p 350
DB 360
DB 370
CE 360
PB 390
DL 400
Ci 410
EK 4 15
DE 420
DI 430
66 440
KQ 450
&. 460
ERA
PHIC
LOWE
UPPE
LOWE
UPPE
SLIC
SLIC
0B5E
SCRE
. 017
«U
COS (
SIN (
(Bl-
(Bl-
9999
Y = A
X=A
S
R
R
R
R
EB
0
THETA LI
THETA LI
PHI LIMI
PHI LIMI
IN THET
ES IN PHI"
RVATION AN
EN SCALING
4532925
Q)
Q)
Al ) /319;H2
Al ) / (M-1 ) :
9999:M2=M1
2 TO B2 BT
1 TO Bl ST
7
?
7
•7
7
U = 0
Q = Q
CS =
SI =
Hl =
H3 =
Ml =
FOR
FDR
GOSUB 610
NEXT X
NEXT Y
FOR X=A1 TO Bl STEP
FDR Y=A2 TD B2 STEP
GOSUB 610
NEXT Y
NEXT X
GRAPHICS B
SETCOLDR 2,0,0
SETCOLDR 4,0,0
SETCOLDR 1,9,15
COLOR 1
Tl= (Nl-Ml ) /2
T2= (N2-M2J /2
W=T1 /T2
IF W<1. 60606061
XS=i59: ZS=159/W
MIT";:INPUT Al
MIT" ; : INPUT Bl
T"; : INPUT A2
T" ; : INPUT B2
A" ; : INPUT N
; : INPUT M
GLE";: INPUT D
IN PROGRESS"
= <B2-A2) / <N-1)
H4= (B2-A2) /319
:N1=-M1 :N2=N1
EP H2
EP HI
H3
H4
The "Rectan" program was used to create this "fish net."
KB 470
AJ 480
FK 490
EO 500
LF 510
CD 520
DA 530
FE 540
FJ 550
LK 560
DE S70
DE 580
HP 590
LK 610
HH 620
NC 630
CJ 640
CS 650
DB 6 60
CO 670
HO 690
LP 690
P>. 700
NK 710
FO 720
W. 730
KS 7 90
HE 800
E6 8 20
PI 830
AL 840
HN 850
GOTO
XS = 79
FOR Y
FDR X
GOSUB
NEXT
NEXT
FDR X
FDR Y
GOSUB
NEXT
NEXT
END
GOSUB
XT=XT
ZT = ZT
IF XT
IF XT
IF ?T
IF ZT
RETUR
GOSUB
XT=16
Tl )
ZT = a0
2)
PLOT
RETUR
XA=X»
YA = Y»
XT= (4
YT= (4
ZT = S1
RETUR
ZS = 79
TO B2 STEP H2
TO Bl STEP HI
0
TO Bl STEP H3
TO B2 STEP H4
490
«U:
= A2
= A1
69
X
Y
= A1
= A2
69
Y
X
790
-YT«CS
-YT*SI
>N1 THEN N1=XT
<M1 THEN M1=XT
>N2 THEN N2=ZT
<M2 THEN M2=ZT
N
790
0+INT <XS« (XT-YT»CS-
Nl+Tl ) /
-INT (ZS« ( ZT-YT*SI-N2+T2) /T
XT, ZT
N
U:C1=CDS(XA) :S1=SIN(XA)
U:C2=CDS(YA) :S2=SIN ( YA>
+C1 ) *C2
+C1 ) »S2
N
Program 5: Rectan— PC/PCJr Version
THEN 480
100
SCREEN
1 0,0,0:CLS
140
INPUT
"Lower X limit ";A1
150
INPUT
"Upper X limit ";B1
160
INPUT
"Lower Y limit " ; A2
170
INPUT
"Upper Y limit " ; B2
180
INPUT
"Slices in X ";N
190
INPUT
"Slices in Y ";M
200
INPUT
"Observation angle ";D
210
PRINT
"Screen scaling in progress
220
U=. 0174532925*: D=Q»U
230
CS=COS(Q)
240
SI=SIN<Q)
250
H1=(B1
-Al ) /639:H2= (B2-A2) / <N-1)
66 COMPUTE) May 1984
^ uumpon
10 monsters,
64 screens and
$10,000
witiiF^Joe.
A Mutated Wonderwhisk whisks by. ^^i^F Keep bouncing Joe to original
Keep bouncing Joe to original
music on realistic 3-dimensional
cylinders. All the characters in
this rollicking ^
game are
also 3-dimensional and
The Spinninglbp almost topples him!
Close. But Pogojoe
bounces back. Bouncing
from cylinder to cylin-
der, screen to screen,
Pogo Joe racks up point fully animated.The
after point. graphics almost jump
You guide him from off the screen, leaving
cylinder to cylinder, changing the color on the arcades behind,
top of each. Change the top of each cylinder Whafs ahead with Pogojoe 'is $10,000.
on a screen,then you're ^^^H^^^^^ Simply tell us what magic word appears
on to the next. H^BHBH ^^^ A^ aiter Pogo Joe's tenHh
The more screens ^^^X"tT« S^^^i^^S^^^, screea If your name
you complete, the tV**'"-**'Vj i^^S^^^^^ is drawn from
nastier the monsters BAji^^'" HH ^^^^^^^M^^ among the correct
you face, and the faster ^^1 "^-^H ^^^^^^i^^^ll answers you'll win
they attack. ^^UU^^V I^^kKS^S^ $10,000!
Press the fire
button! Jimip two cylin-
ders to safety. Hop into
a transport tube, and
dien whoosh! Pogo Joe
appears across the
screen. Jump on an
escaping monster. Blam! Ifs gone in a flash!
Only to reappear out of thin air
No purchase is
necessary You'll
find entry forms at
any store that sells Screenplay'' games.
But if you don't win you can't lose. Pogo
Joe''' is so much fun you'll jump
for joy no matter what _!?«"««
■screenplay"
Box 3558.Chapel Hill. NC 27514 800-334-5470
Pogojoe in 48-64Kon the Atari and Commodore 64. See your local software dealer.
260
H3=(B1-A1) /(M-1) !H4=(B2-A2)/639
270
Ml=99999999#: M2=M1 : N1=-M1 : N2=N1
2BO
FDR Y=A2 TO B2 STEP H2
290
FOR X=A1 TO Bl STEP HI
300
GDSUB 610
310
NEXT X
320
NEXT Y
330
FOR X=A1 TO Bl STEP H3
340
FDR Y=A2 TO B2 STEP H4
350
eOSUB 610
360
NEXT Y
370
NEXT X
3B0
SCREEN 2, 1
420
T1=(N1-Mi) /2
430
T2=(N2-M2) /2
440
W=T1/T2
450
IF W<3. 212121211* THEN 480
460
XS=319:ZS=319/W
470
GOTO 490
4B0
XS=199tW; ZS=99
490
FDR Y=A2 TO B2 STEP H2
500
FOR X=A1 TO Bl STEP HI
510
GDSUB 690
520
NEXT X
530
NEXT Y
540
FOR X=A1 TO Bl STEP H3
550
FOR Y=A2 TD B2 STEP H4
560
GDSUB 690
570
NEXT Y
530
NEXT X
590
GOTO 590
610
GOSUB 790
620
XT=X-Y«CB
630
ZT=Z-Y»SI
640
IF XT>N1 THEN N1=XT
650
IF XT<M1 THEN M1=XT
660
IF ZT>N2 THEN N2=ZT
670
IF ZT<M2 THEN H2=ZT
680
RETURN
690
GOSUB 790
700
XT=320+INT(XS«(X-Y*CS-N1+T1)/T1)
710
ZT=100-INT(ZS« (Z-Y*SI-N2+T2) /T2>
720
PSET (XT,ZT)
730
RETURN
790
Z = X+Y
BOO
RETURN
Pro
gram 6: Spheri— PC/PCjr version
100
SCREEN 0,0,0:CLS
110
KEY OFF
140
INPUT "Lower Theta limit " ; Al
150
INPUT "Upper Theta limit " ; Bl
160
INPUT "Lower Phi limit " ; A2
170
INPUT "Upper Phi limit " ; B2
ISO
INPUT "Slices in Theta ";N
190
INPUT "Slices in Phi "iM
200
INPUT "DbBervation angle ";D
210
PRINT "Screen scaling in progres
220
U=. 0174532925#: Q=Q*U
230
CS=COS(Q)
240
SI=SIN(Q)
250
H1=(B1-A1)/639:H2=(B2~A2) /(N-U
260
H3= (Bl-Al) / (M-n ■- H4= CB2-A2) /639
270
H 1 =99799999^ : H2=M 1 : N 1 =-M 1 : N2=N 1
280
FDR Y=h2 TO B2 STEP H2
290
FOR X=A1 TO Bl STEP HI
300
GOSUB 610
310
NEXT X
320
NEXT Y
330
FOR X=A1 TO Bl STEP H3
340
FOR Y=A2 TO B2 STEP H4
350
GDSUB 610
360
NEXT Y
370
NEXT X
380
SCREEN 2, 1
420
Tl=(Nl-Ml)/2
430
T2=(N2-M2)/2
440
W=T1/T2
450
IF W<3. 21212121* THEN 480
460
XS=319:ZS=319/W
470
GOTO 490
480
XS=199«W:ZS=99
490
FOR Y=A2 TO B2 STEP H2
500
FOR X=A1 TD Bl STEP HI
510
GOSUB 690
520
NEXT X
530
NEXT Y
540
FOR X=A1 TO Bl STEP H3
550
FDR Y=A2 TO B2 STEP H4
560
GOSUB 690
570
NEXT Y
580
NEXT X
590
GOTO 590
610
GDSUB 790
620
XT=XT-YTtCS
630
ZT=ZT-YT«SI
640
IF XT>N1 THEN N1=XT
650
IF XT<M1 THEN M1=XT
660
IF ZT>N2 THEN N2=ZT
670
IF ZT<M2 THEN M2=ZT
680
RETURN
690
GOSUB 790
700
XT=320+INT(XS«(XT-YT*CS-N1+T1)/T1)
710
ZT=100-INT(ZS* (ZT-YT«SI-N2+T2) /T2)
720
PSET <XT,ZT)
730
RETURN
790
REM The -function
800
XA=X*U:C1=CDS(XA) :Sl=SIN(Xfi)
810
YA=Y«U:C2=C0S<YA) :S2=SIN(YA>
820
XT=(4+C1)«C2
830
YT= (4+Cl) «S2
840
ZT=S1
850
RETURN
Program 7: Rectan^Appl« version
100 HC0L0R= 3
130 HOME
140 INPUT "LOWER X LIMITi"|Al
150 INPUT "UPPER X LIMIT: ";B1
160 INPUT "LOWER Y LIMITi";A2
170 INPUT "UPPER Y LIMIT: "fB2
180 INPUT "SLICES IN X:";N
190 INPUT "SLICES IN Y3";M
200 INPUT "OBSERVATIDN ANGLE: ";Q
210 PRINT "SCREEN SCALING IN PROBRESS"
215 U = .0174532925
220 Q = Q * U
230 CS = CDS <G)
240 SI = SIN (Q)
250 HI = (Bl - ftl> / 279: H2 = <B2 - A2> / CN
- 1)
260 H3 » CBl - fii) / CM - 1):H4 = CB2 - A2> /
279
270 Ml - 9999999: M2 - MlsNl - - Ml!N2
2B0 FOR Y = A2 TO B2 STEP H2
290 FDR X = Al TO Bl STEP HI
300 BOSUB 610
310 NEXT
320 NEXT
Nl
68 COMPUn! May 1984
NOW FOR YOUR
»PLE OR COMMODORE
Cosmic 'ninnels
Mr. Robot
Go ahead. Take one for a spin. But be pre-
pared. These games will challenge you like
no others. Incredible arcade animation.
Never-ending action. And magical music.
Your eyes won't believe your ears. Are you
up to it? Are you ready to test yourself
against the best that DATAMOST has to
offer? Go ahead. Take one for a spin.
DATAMOSl
The most out of our mindsl
Datamost, lnc„ 20660 Nordhoff SL. Chatswarth. CA 9131 i , (213) 709-1202
•Atari te a trademark of Atari Computer. 'Apple is a trademark of Apple Computer.
'Commodore 64 Is a tradeinark of Commodore Business Machines, Inc.
"3-D Plotting" can create spectacular pictures such as this
torus or "doughnut."
This sphere was drawn iisin^ the "Sphcri" program.
330
FOR X
- Al TO
Bl STEP H3
340
FOR Y
- A2 TO
B2 STEP H4
350
GOSUB
610
360
NEXT
370
NEXT
380
HQR2
420
Tl - (Nl - Ml»
/ 2
430
T2 - (N2 - M2>
/ 2
440
M - Tl
/ T2
450
IF W <
1.46333333 THEN 480
460
XS - 139iZS - 139 / W
470
GOTO 490
400
XS - 93
« MtZS
- 95
490
FDR Y
- A2 TO
B2 STEP H2
S00
FOR X
- Al TO
Bl STEP HI
510
GOSUB
690
520
NEXT
530
NEXT
540
FDR X
- Al TO
Bl STEP H3
550
FDR Y
- A2 TO
B2 STEP m
560
GOSUB
690
370
NEXT
580
NEXT
600
END
610
BDSUB
790
620
XT - X
- Y » CS
630
ZT " Z
- Y « SI
640
IF XT
> Nl THEN Nl - XT
650
IF XT
< Ml THEN Ml - XT
660
IF ZT
> N2 THEN N2 - ZT
670
IF ZT
< ri2 THEN M2 - ZT
680
RETURN
690
QOeUB
790
700
XT - 140 + INT (XS » (X -
+ Tl)
/ Tl)
710
ZT - 96 - INT
(ZS « <Z - V
T2) /
T2>
720
HPLOT
XT.ZT
780
RETURN
790
z - -
1 / (X
« X + Y « Y H
800
RETURN
170
180
190
200
210
215 U
220 Q ■'
230 CS
240 51
250 HI
INPUT "UPPER PHI LIMIT; ";B2
INPUT "SLICES IN THETAi"jN
INPUT "SLICES IN PHIs'-jM
INPUT "OBSERVATION ANt3LEi";Q
PRINT "SCREEN SCALING IN PROGRESS"
.0174532925
- Y » CS - Nl
« 51
.5)
Program 8: Spheri-^Apple version
100 HCDLOR- 3
130 HOME
140 INPUT "LOWER THETA LIMITi"jAl
150 INPUT "UPPER THETA LIMITi"|Bl
160 INPUT "LOWER PHI LIMIT* "jA2
Q
t U
COS (Q)
SIN (Q>
<B1 - At)
/ 279s H2 - <B2 - A2) / <N
- 1)
260 H3 - (Bl - Al) / (M - L):H4 - (B2 - A2) /
279
270 Ml - 999999991 M2 - MliNl >= - MliN2
Nl
280
290
300
310
320
330
340
350
360
370
380
420
430
440
450
460
470
480
490
500
N2 + 510
520
530
540
550
560
570
5B0
600
610
620
630
640
650
FOR Y - A2 TO B2 STEP H2
FOR X = Al TO Bl STEP HI
GOSUB 610
NEXT
NEXT
FOR X - Al TD Bl STEP H3
FOR Y - A2 TO B2 STEP H4
GOSUB 610
NEXT
NEXT
HGR2
Tl - (Nl - Ml) / 2
T2 - (N2 - M2) / 2
W = Tl / T2
IF W < 1.46333333 THEN 480
XS = 139! ZS = 139 / W
GOTO 490
XS = 95 » W:ZS = 95
FOR Y = A2 TO B2 STEP H2
FOR X = Al YO Bl STEP HI
GOSUB 690
NEXT
NEXT
FOR X « Al TO Bl STEP H3
FOR Y - A2 TO 52 STEP H4
GOSUB 690
NEXT
NEXT
END
GOSUB 790
XT = XT - YT » CS
ZT - ZT - YT * SI
IF XT > Nl THEN Nl - XT
IF XT < Ml THEN Ml ■ XT
70 COMPUTE Moy1984
i'v^/i
k'4«
-■^
"^.5
^
"^^
m^
Q
-4f*''-'
"Uriif
.yji
mi/
i"-+-
<s^*
It was as peaceful a day as New York ever gets, when suddenly ttie sky went dark and
a monstrous droning noise filled tfie air. Hordes of grotesque aliens were swooping down from
all sides, biting into the Big Apple as if they hadn 't eaten for days. They were laying eggs, too.
Horrible slimy things that got down into the subway tunnels and began clawing their way up.
If anyone was going to save the city it would have to be me. I leapt into my rocket and
began blasting away. I thought I stood a fighting chance, but fuel 's running low... another wave
of invaders on the horizon. . . signing off. . .
SAVE NEW YORK: For Oie Commdore 64.
R E A T I V E SOFTWARE
•coummonE sris a tmdekauk of cmnoooRi eucTnonics. ltd
c mjCHlATIVCSOnWAK
660 IF ZT > N2 THEN N2 - ZT
670 IF ZT < M2 THEN M2 - ZT
680 RETURN
690 GOSUe 790
700 XT - 140 + INT (XS « (XT - YT * CS - N
1 + Tl) / Tl>
710 ZT - 96 - INT (ZS * <ZT - YT « SI - N2
,+ T2) / T2)
715 IF XT < a THEN XT - 0
716 IF XT > 279 THEN XT - 279
720 HPLDT XT,ZT
7B0 RETURN
790 XA - X * UiCl - COS (XA)iSl - SIN (XA
>
B00 YA - Y « UiC2 - COS (YA)lS2 - SIN (YA
)
820 XT - (4 + CD « C2
830 YT - (4 + Cl> « S2
840 ZT - SI
B50 RETURN ©
Use the card
in the back
otthis magazine
to order your
COMPUTEi Books
LEARN
MACHINE LAMIGUAGi
• Write Fast-action Arcade-stvls graphics
• Fulty use the Music svnthesizer
• Completeiv understand the Computer
• Develop your skills inventory
Learn with the Tutor/at tha t comes complete with
a Full set of professional quality development tools.
DEVELOP-64 4.0
IS NOW
FAST!!!!
Assembles 2000 lines of coda in under 15 seconds!
• Superfsst • Macros • 2600 Lines of code in memory
Expandable by disk or tape file • Assemble direct to disk or
tape or memory • Powerful Co-residont Full-screen editor,
debugger and decoder • Decoder dis^jssembles programs on
disk or tape or in memory • Built-in disk wedge • Program
trace, Single step, Execute • Set 10 breakpoints and/or
Gopoints • Full-screen memory display and modify
PLUS the Machine Language Programmer's Bible:
"Inside the Commodore 64" -^ /f
9s ^t^^mjfmlk
'69
Plu& $3.1X1 postage and handling.
(Minn residents add 6%}
^
P.O. Box 7426 Minneapolis, MN S5407
Call Toll-Free 1-800-328-0145
or in Minnesota call: (612) 871-4505
fe^:
ATTENTION GOIi/IMODORE 64 OWNERS
WE^LLMCK YOU
If yo
Machine?^ i ane coniror or your i
NEW IMPROVED .r. saJ.
WITH UNGUARD*
Package Includes
1) Complete and thorough users manual j- i~y
2) Copy with one or two drives A.
3) Investigate and back-up many "PRO-
TECTED" disks '^^
4) Copy all file types including relative -^
types
5) Edit and view track/block in Hex or
ASCII s^
6} Display full contents of directory and '^^^ .
7) Change program names, add, delete ^ /■ '-•'
files with simple keystrokes '''i' Clone N^*^
8) Easy disk initialization
9) Supports up to four drives
'UNGUARD Now allows you to read, write and verify bad sectors and errors
on your disk making it easy to back-up most protected software.
''i' Clone NV''
$4995 =
Dealers & Distributors
Inquiries Invited
CALL (201) 838-9027
1342 6 Rt. 23
"■ Butler, N.J. 07405
POWER LINE
PROBLEMS?
SP1KE-SPIKER® ...THE SOLUTION
Protects, orgoniies, controls compulers &
sensitive electronic equipment. Helps prevent
softwore "glitches ', unexploined memory loss,
and equipment dotiiage. Filter models ottenuote
conducted RF interference. 120V, 15 Amps.
Other models ovoiloble. Ask for free literature.
DELUXE POWER CONSOLE
$89.95
filter. B individually i<wilchcd
vxkeli, KahJ. rndn switch. & lite.
QUAD-II $59.95
Transient cbtorber DimI 3 s?age
filter, 4 sockets. SiTe.
QUAD-I $49.95
Troosiert crtKortw, 4 iock«ts.
MINI-II $44.95
Tron^iefit obiorbw, 3 itege fiher.
2 sockets.
MINI-I $34.95
Transitrt nb^wber, 2 jockets.
b!4GI®
6564 Ruth Rd .OilJl CP
B«lhlet«m. Pi 1801 7
DEALER INQUIRIES INVITED
215-837-0700
Out 0* STOte Order loll Ftm
1-800-524-0400
■CODsoddSa.OO -1- Ship,
72 COMPUTE! Mov1984
SEE THE LIGHT!
Quality Software that Outshines the Rest
Programs for the Commodore 64
dMOS"
Database Manasement
Operating S^tem
The BEST data base management too!
tor ttie cotlectJon, arrangement and display of
I alphanumeric data.
A Unicpje pattern matching and searching capatMlities
make dMOS™ the easiest DB system available
on the marltet. ^.,
Features: fl
• Map search technique to achieve a "logical AND",^
while searching between fields.
• Display records found, or NOT found by a search,
• Rearrange fields, ^i
• Suppress fields and field titles. j^^
i
• Re-encodes program.
• Insert short (10 character) text.
•^ Selectively print records.
$39^
The Program Security System \
Set up program security in minutes,
ck up your personal, financial or business records.
3 types of protection:
Modifies diskette directory.
Selectable and reassignable 7 digit
access code.
Missing Key ,.
^^^i A reset System
^^^^^ Restores your BASIC Program.
^^r^ /^fter programming for hours you
' press RUN for a final check of your work —
' the computer locks up. You press RUN, STOP. . .
' nothing — you press RESTORE. . . nothing — you
, look for the missing key but it isn't there. You
I have to turn off your computer and lose hours of work!!
I Now Add the Missing Key™:
[ • Press the "Missing Key""" and the computer
k resets itself from any lockup, and your BASIC
\ program is restored.
Load and run the program included.
Takes nothing away from your computer, neither
memory nor a plug-in port.
Attaches to your C64 keyboard or any other
convenient location.
Will not void your CBM warranty. $29^^
and announcing
Boss
TM
\'.
Personal Phone Directory Program
Designed to store and organize
your personal phone listings.
TO &ssf'has coiifipletd cohtmr&T
Vs category titles and entries
Software by SoftPeople ■ Programs for the Commodore 64 m Connecting People with Great Ideas.
Sof tPeople Inc.
2042 Marshal! Ave. St. Paul, IVIN 55104 (612)644-1551
Dealer Inquiries Invited
1-80(M47-3273
Special P.O.P Packages
& Prices Available
PICTURE PERFECT
For Atari And
Commodore 64
CoyV Ison
Construct screen art on the Atari witli a joystick (Did
basic shapes fortned by redefining characters. You also
can save a picture to disk or tape for later luezvini^. The
Commodore 64 version, called "Hi-Res Graphics
Editor," emploi/s sprites to transport and transform
even the most intricate designs.
"Picture Perfect" is not a game that pits you
against the computer, but instead is a way to create
pictures, patterns, and designs by using the com-
puter and your imagination.
Type in the listing and SAVE a copy, making
sure that line 1520 is exactly as shown. When you
run the program, you will be prompted for the
filename to be used later when saving or loading
your picture file. Tape users should enter C: for
the filename. Disk users can enter anv legal
filename, but it must be prefixed with D:. Once
vou have selected a valid filename, a picture of a
castle will be displayed. Press START, and two
rows of nine shapes will appear at the bottom of
the screen, below the drawing area.
Touch the OPTION key to see two new rows
of shapes, and touch OPTION again to toggle
back to the first two rows of shapes. These are re-
defined characters, to be used in your drawings.
Choose A Shape
A question mark will blink on top of the shape to
indicate your position. Using a joystick plugged
into port 1, you can move across the two rows of
redesigned shapes. To pick up one of the shapes,
stop on top of it and touch the joystick button.
The question mark will then move to the upper
right corner of the drawing screen.
74 COMPUTE! May 1984
You can now place the redesigned shape
anywhere on the screen by touching the joystick
button. When you want another redesigned
shape, touch the SELECT key. This places your
cursor on the two rows of shapes so you can pick
up another design.
To erase a shape, move the question mark on
top of it and touch the space bar. Should you want
to erase a large portion of a picture, touch the E
key. A red E will replace the question mark on
the screen. By holding down on the joystick button
and moving the red E, you will be able to quickly
erase a large portion of the screen. To stop erasing,
simply press the E key again. If you want to erase
the whole screen, touch the CLEAR key.
Storing A Picture
To store a picture on tape, first place a tape in the
recorder or your disk in the drive and press PLAY
and RECORD, then touch the S key on the key-
board. The program will save the picture on tape
for you. When using tape, be sure that you press
PLAY and RECORD before you touch the S key.
No RETURN is necessary and the saving will start
immediately.
To save a picture to disk, first insert the disk
in the drive and close the door. Then touch the S
key.
Loading Your Picture
If you have a picture already stored on a tape or
disk and want to load it into the program, you
need to have Picture Perfect in the computer.
Place your tape into the recorder (or the disk into
the disk drive), press PLAY (for cassette) then
touch the L key. When the picture is loaded, it
Last Night, CompuServe turned This
Computer into A Travel agent for Jennie,
A Stock Analyst For Ralph, And now,
IT'S Sending Herbie To Another Galaxy.
NO MATTER WHICH COMPUTER
YOU OWN, WE'LL HELP YOU GET
THE MOST OUT OF IT.
If you've got places to go,
CompuServe can save you time and
money getting there. Just access the
Official Airline Guide Electronic
Edition— for current flight schedules and
fares. Make reservations through our
on-line travel service. Even charter
a yacht through "Worldwide Exchange."
If your money's in the market,
CompuServe offers a wealth of
prestigious financial data bases.
Access Value Line, or Standard and
Poor's. Get the latest information on
40,000 stocks, bonds or commodities.
Then, consult experts like IDS
or Heinold Commodities. Ail on line
with CompuSeA'e.
Or if, like Herbie, intergalactic
gamesmanship is your thing, enjoy the
best in fantasy, adventure, and space
games. Like MegaWars, the ultimate
computer conflict.
To get all this and more, you'll
need a computet; a modem and
CompuServe. CompuServe connects with
almost any personal computer, terminal,
or communicating word processor
To receive an illustrated guide to
CompuServe and learn how you can
subscribe, contact or call:
CompuServe
Consumer Information Service. P. O. Box 20212
5000 Arlington Centre Blvd., Columbus, OH 43220
800.^48-8199
In Ohio call 614-457-0802.
An H&R Block Company
DY= (S=13) - (S=l 4 >
IF D X < ";■ 0 OR D Y ■-: > 0 THEN G D S U B
0
will be displayed. Once again, be sure that vour f- ^£C' DX= (S = 7) -(3=11)
tape is readv and that vou have the PLAY button
pressed before you touch the L key.
If you don't want to type in the program, I el 44ei dv = dv + dx: Da = DO-t-Dr
will make copies (for the Atari only) on cassette, if le 450 if o\f< 1 then ov= 1 a
you send the usual $3, a cassette, and a stamped,
self-addressed mailer to:
Coy hoii
605 Fifth Ave.
Coimm/, AR 72032
PG
4 1 0
,- T
4 261
6?
4 30
EL
4 4^1
LE
450
LH
4 60
JC
4 70
35
4 80
DE
4 90
PO
5 00
GE
505
EA
510
Ch
5 20
: c
525
Program 1: Atari Picture Perfect
IF Q V ; 1 8 THEN O V = 1
IF DD<; 1 THEN D0=19
IF DDM9 THEN DD=1
LOCATE QV, DO. Q
POSITION DV.DO:'"' #6;'"^"
POSITION POV.PDD-. ? #6;" "
FOR T=l TO 10: HEX! T
POSITION DV.DO:? «6;CHR«<L->
POSITION POV.PDD:? #6;CHR«(ft)
-30 IF STRIG(0)=0 THEN POSITION OV
. DO : "^ #6; CHR* (A)
JJ 540 IF PEEK (53279) =3 THEN GDSUB 13
Refer to the "Automatic Pfoofreodef" article before typing this 70, goto 130
programin. IJO 550 IF PEEK (53279) =5 THEN 130
FN 10 GOSLIB 2000: DIM SC*(380) Wi 5h0 IF PE EK ( 764 > = 255 THEN 400
jr 20 GOSUB 1480:eOSUB 970:BD5UB 1260 OD 56 5 IF PEEK! ( 764 > =4 2 THEN 1235
•GOTO 1-0 LF 570 IF PEEK(764)=62 THEN 780
NC 30 FOP I=0''tD 100 STEP 20 59^30 IF PEEK f 764 ) =33 THEN POSITION
EB 4 0 SOUND 0.100-1,10.8 OV. DO:? #6;"
GN50 NEXT I ' HJ 590 IF PEEK (764 >=0 THEN 630
ES 60 RETURN ff600 IF PEEK (764) =54 THEN GOSUB 70:
HC 70 REM CLEAR SCREEN GOTO 130
FI180 FOR DD=1 TO 19 NL 6 1 0 IF PEEK ( 53279 ) =5 THEN 130
80 90 GOSUB 30 GF 620 GOTO 400
MQ100 POSITION l.DO:? #6;" ^^ ^"^ REM^LOADING DATA TAPE
CIS SPACES3":ReM <18 SPACES) NF 640 SC*-""
GC 6 50 POSITION 1,20:'^ #6; "LOADING DA
[■E 1 1 0 NEXT DO TA TAPE"
Ht! 120 RETURN JO 660 FN=1
OE130 REM JOYSTICK ROUTE FOR RE-SHAP FC670 OPEN «4, 4,0. FILE*
ES EC 680 GET #4, A
PP140 FOR T=l 10 100:NEX1 T 9N690 IF A = 63 THEN CLOSE tt4:GOTa 720
Lhl50 POV = 2:PDO=21 LI 700 SC* ( LEN ( SC* ) + 1 > =CHR« ( A )
?i 160 S = STICK (0) : POKE 764,255 GP 7 1 0 GOTO 680
?J 170 DX= (S=7) - (S=l 1 ) JH 720 FOR LP=1 TO 19
CL1S0 DY= (S=l 3) - (S= I 4 ) AH 730 POSITION l.LP:? tt6 ; SC* ( FN , FN + 1
5J 190 IF DX:' .0 OR DY<-, :5 0 THEN GOSUB " 7)
'-;* JE 740 FN = FN+18
fE 200 POV = POV + DX + DX : PDO=PDa + D V+D Y HH750 NEXT LP
EP210 IF POV<2 THEN POV=18 HD 760 POSITION 1,20:7 #6; " BBBBmnBJ]
FE 220 IF POV>ia THEN PDV = 2 5L770 GOTO 130
p., 230 IF PDD<2I THEN PD0 = 23 ,p ygg, r^^ SAVING DATA TAPE
Ffi240 IF PDD:>23 THEN PD0 = 21 HL 790 SC$=""
I'A 250 LOCATE POV.PDD, A Cf S00 POSITION 2,20:? #6; "SAVING DAT
A TAPE'
KB 260 POSITION P0V,PDO:l' *t6;
5^270 FOR T=l TO 30: NEXT T jO g ^ 0 POr ^0=1 TO 19
L: 280 POSITION P0V,PDO:'^ tt6:CHR*(Ai [^820 FOR 0V=1 TO IB
SK290 IF STRIG<0)=0 THEN 370 5F930 LOCATE 0 V , DO , Z Z : SC« < L EN ( SC * ) + 1
jC 300 IF PEEK (53279) =3 THEN GOSUB' 13 )=CHR*(2Z)
70: GOTO 130 fF840 POSITION OV.DO:? #6: "7"
n3i0 IF PEEK(53279)=6 THEN DP= 1 : 60S ^^ ^-^ POSITION DV.DO:^' «6:CHR*(ZZ>
UB 970: GOTO 130 1C860 NEXT OV
HK 320 IF PEEK (764 ) =255 THEN 160 KB 870 NEXT DO
KP 330 IF PEEK (764) =62 THEN 780 FJ 880 OPEN #4.B,0,FILE*
HC 340 IF PEEK (764 >=0 THEN 630 Eipa90 FDR LP=1 TO LEN(SC$)
AB 350 IF PEEK (764) =54 THEN GOSUB 70: Kt1900 PUT #4 , ASC ( SC* ( L P , LP '' )
GOTO 130 HF 9 1 0 NEXT LP
SJ 360 GOTO 160 it 9 20 PUT «4,63
FC 370 REM JOYSTICK ROUTE FOR SCREEN GJ 930 CLOSE #4
DRAW DP 9 40 POSITION 2.20:^ 4*6
CE 380 FOR T=l TO 99: NEXT T EECS^B"
Ff 390 0V=1S: DO=l : POKE 77.0 '3L 950 GOTO 130
PF 400 S = STICK (0) : POKE 764.255 R?I960 REM DRAW CASTLE
76 COMPUTE! May 1984
IS YOUR CHILD TOP BAHAMA
ORJUST
OHEOFTHEBUHCH?
Kids everywhere are going ape over Artworx Monkey Series educational
software! Like all good arcade games, kids just can't stop playing them.
Which is great, because while they're enjoying the antics of Marc
the Monkey, they're learning. And growing.
Three Artworx monkey programs, designed ""''•'-""^"
by teachers and learning specialists, are available i y^a '^ffi'^
Monkeymath
3c*-
to help your child,
Monkeymath"' uses colorful graphics and
three levels of challenges to give a better under
standing of number sequences, addition, sub-
traction, multiplication, and division.
Monkeynews" uses a newspaper setting to increase your child's
ability to read and understand by enabling him to actively participate in
the story, answer questions, check facts and type
his own headlines.
For help with spelling and vocabulary, choose
Monkey builder" . It encourages the child to com-
bine word pieces correctly to form building blocks,
and make a tree house for Marc,
All three programs are more fun than a barrel
ofyou-know-whats!
All are available for the Commodore 64, Atari, and Apple com-
puters. All include a FREE Marc the Monkey story and coloring book
And they're all the stuff top bananas are made of!
See them in action wherever soft-
ware is sold. To find out more facts,
send $1.00 for a colorful catalog to:
Artworx Software Co., Inc. 150 North
Main Street, Fairport, NY 14450.
Or call: 800-828-6573.
(In New York call: 716-425-2833).
!■■. ■*^»«f^« »*■
wK^'^SSt*'* w?*'" mm
■Am ka>t 4l4 ■•«
■ • t»mm\4 fOB ttiiw MH Mc«
iiii„ II null I I
Monkeynews
Monkeybuilder
KhakeymoSh I Monkeynews I I
BUT *?S'=&tW ■
Monkeymath Monkeynews Monkeybuilder
by Dennis Zander by Dennis Zander by Dean Kindig and Rob Fitter
$24.95 S29.95 S29.9r3
Educational Software with a smite.
PE 9 70 P
fD 9 80 P
r
1.
HO 990 P
El
1000
SK
1010
LF
1020
E«
1030
HI
1040
L!
1050
CM
1060
HI
1070
!H
1080
06
1090
%
JO
1 100
OH
1 1 10
EN
1 120
HL
1 130
FC
1 140
FE
1 150
t:D
1 160
BE
1 170
)^F
1 1B0
HA
1 190
Df
1200
EJ
1210
EE
1220
DK
1230
HL
1231
GJ
1232
HJ
1235
CN
1236
n
1237
JF
1238
HE
1239
Ga
1240
EK
1241
Ell
1242
CN
12 43
DE
1244
EH
1245
CA
1246
LH
1247
m
1248
NF
1249
1 :
#6;
*»6:
€ 18
{1 1
SPACES> "
SPACES >\
1 .
*t 6 ; " C 5
spaces:- '
■^ tt6 ; '■
? #6; '■
spaces:- *
#«
i:
1 , i
1 . i:
1,16
1,18
19
spaces: "
«* D GG
'99H19Hi3Ci3
QD Q+GG+
OESoas
SH CZX3G
> B
a
OSI T ION 1
OSIT ION 1 .
3 spaces:- \
DSI T ION 1 ,
7 spaces:-
posi HON
<i8 spaces:
POSITION 1,
■[IB spaces:
POSITION 1,
cs spaces:)
POSI T I ON 1 ,
Q #* 14 spaces:
PDSI T I ON 1.8
Q9GG9999"
POSI T ION 1.9
O tt3!:4 SPACES
PDSI T ION 1,10
iai)Hlt4 SPACES
PDS-I T ION 1.11
[13X1+ *t* •■
POSI TION
aaan ,
POSITION
33 153'- 4 spaces:
POSITION 1,14
IM3 +Q) )
POSITION
no t3Q; ; )
POS I T ION
t3D as-. ; ; )
POSIT ION
ooaaa ;
POSI T ION
{18 SPACES
position 1
118 spaces:"
if dp=1 then
60SUB 1280
POSIT I ON 3
rf ecf '
POSITION 4
RT"
FOR T=l TO
POSITION 4
laQ"
FOR T=l TO 30:NEXT T
IF PEEK <53279) =6 THEN POSITIO
N 2.22:? «6:"C13 SPACES >": 60SU
B 70: RETURN
GOTO 1190
REM E KEY ROUTE
EOV=OV: EDO=DO
S=STICK (0) : POKE 764,255
DX= (S = 7) - (S=l 1 ) : DY= (S=13) - (S =
14)
EOV=EOV+DX:EDD=EDD+DY
IF EOV< 1 THEN E0V=18
IF EOV>ia THEN EOV= 1
IF EDO<l THEN EDQ=19
IF ED0>19 THEN ED0=1
LOCATE EOV,EDO,EL
POSITION EOV.EDO:?
FOR T=l TO 20:NEXT
POSITION EDV,EDO:?
)
IF STRIG(0)=0
DV, EDO: ? #6; " "
IF PEEK(764)=42 THEN
GOTO 1236
AG
#6: '
) [7
«6; ■
#6: '
#6: ■
' #6:
? «6:
? *6:
■^ #6;
4t6;
#6;
#6;
4t6;
«6;
«6;
DP=0: RETURN
1 :
30
#6;
'picture pe
*6; "PRESS STA
NEXT
? *6;
T
iJii=T--^-aM[E
#6:
T
#6:
"E"
CHR* (EL
THEN POSITION E
140
% 1
fll 1
CL 1
FF 1
Y.H 1
HE 1
CG 1
GB 1
,-E 1
r-y 1
JO 1
Ft 1
CE 1
HL 1
Fj 1
259
2 60
270
230
290
3 00
310
320
330
34 0
350
360
370
380
390
4 00
4 1 0
HH 14 2 0
I! 14 30
f.O 1 4 40
DC 14 5 0
(IE 14 6 0
tH 1470
5F 1480
OC 1490
FP 1500
H 1510
CP 1520
EF 152 1
EQ 1522
QH IS 23
1 J 15 2 4
FG 1525
FB 1526
PN 15 2 7
HD 153 0
AE 1 540
BE 1550
FG 1 560
ri 1570
FF 1580
Ft: 1590
HI 1600
EJ 16 10
BE 16 20
LG 1630
KH 1640
GC 1650
IC 1660
FH 16 7 0
IL 1680
REM
MN=1
GOSU
FOR
POSI
PDSI
NEXT
FDR
POSI
PDSI
NEXT
RETU
REM
CC = C
ON C
GOTO
PDSI
•■ (
PDSI
\ :
RETU
REM
PDSI
-;. •/
POSI
6 5
RETU
REM
GRAP
POSI
T"
DIM
: POK
: ADD
FOR
= CHR
) . AD
DATA
DATA
DATA
DATA
DATA
DATA
DATA
FOR
READ
PDS =
FOR
+ X ) ,
NEXT
PDSI
-C 10
DATA
5, 25
DATA
DATA
2. 25
DATA
, 24
DATA
6
DATA
0
DATA
J- m i^ ^- ■
DATA
5, 251
DATA
5, 66
DATA
29, 1
SET UP SCREEN
: CC=1
B 1 4 1 ei
LP=0 TO 19
TIDN LP, 0: 7 #6; "Q"
TIDN LP, 20: ? #6; "B"
LP
LP=1 TO 19
TIDN 0, LP: ? #6; "O"
TION 19, LP: ? #6; "B"
LP
RN
FLIP SHAPES
C-<-l:IF CC>2 THEN CC=1
C GOTO 141 tl, 144 0
1390
TION 2,21:? # 6 : " ' tt * -"- K
) S<"
TION 2,23:? #6:"H -i- . - J
; * "
RN
SECOND SET OF SHAPES
TION 2, 21 : '' #6: "C'l 1 2 3 C
. / "
TIDN 2,23;'' #6:"[r 8 9 < =
7 4"
RN
FAST DUMP
HIC5 1+16
TION 4,10:'' tt6;"0NE MDNEN
Et (50 ) : RAMTOP=PEEH: < 1 06) -B
E 106,J^AMTQP: CHBAS = RAMTOP
R=CHBAS*2 56:PAGE=4
1=1 TO 41:READ UM:E*(I,I>
*(UM):NEXT I : A= USR ( ADR ( E«
DR, PAGE)
104, 104, 133. 207, 104, 133
20 6, 104, 104, 133, 2 12, 169
0, 13 3. 204. 169, 224, 133
205 , 162. 1 . 160, 0 . 177
204. 145, 206, 2 00, 208, 249
230 . 205, 230, 20 7, 232, 228
212. 208, 240, 96 , 0
LP=1 TO 33
CHAR
ADDR+ (CHAR«8)
X=0 TO 7: READ A: POKE (POS
A: NEXT X
LP
TION 4.10:'' tt6 ; "
spaces: "
1. 255, 255., 255, 255, 255, 25
5.255
7,15
;i , 63, 127,
4. 128, 192, 224, 240, 24 8. 25
4, 255
5, 24, 24, 24. 255, 255, 24, 24
6 , 60 , 36 , 60 , 36 , 60, 36 , 60 , 3
7,0, 255, 255, 0,0, 255 , 255,
a, 222, 222. 0, 12 3, 12 3,0,22
9. 2 4. 2 4, 60, 60. 126. 12 6, 2 5
i
10, 66, 16 5, 90, 60, 60, 90, 16
1 1 , 255. 129, 129, 129, 129, 1
;9, 255
78 COMPUTII MoyWW
^^ /////.
/ -"#y,-"##/
HiirsH i iiii 1 i I ^ n n
Wthi^
A, <)■ A' <- Tf' i^ ,
. . A.^; # i J .^- - .€ .". 4^
ystem fof the Commddore ^^^
The World Famous Commodore 64.
«% ^ ~^ ^ •• ^ ^ .-.:^
No matter what your business
or interest, with Superbase 64
you have a totally flexible
'record' system, as big as you
want it, as fast as you need it.
rt?P^
Create your own
formats, enter your records,
change layouts and datafields
Superbase gives you
unrivalled control in home or
office, business or /
professional practice, with t
a range of features
including:
3f!!k^
Precision Software (USA), Inc.
Suite 1 1 D
1675 York Avenue
Pn'i'imVm NEW YORK
rixcision n.y. 10123
oollwanc (2i2)4io34ie
^s commodore
AG 1690 DATA 12,215.0.190,0,221,0,60.
129
KI1700 DATA 13,24,60,126,255,255,126
,60. 24
Hi 1710 DATA 14,24,24,24,24,24,24,24,
24
AC 1720 DATA 15,0,0,0,255.255,0,0,0
JD1730 DATA 26,255,255,255,255,255,2
55. 249, 249
ED 1740 DATA 27,0,0,0,0,34,170,85,35
IH 1750 REM SECOND DATA
BN 1760 DATA 16,60.126,255.255.255,25
5. 12 6, 60
CI 1770 DATA 17.60,255,126,219,126,36
, 255, 189
P!il780 DATA 13,60,90,126,165,24,255,
189, 189
BE 1790 DATA 19.189,189,60,60,102,102
.10 2.231
tDlB00 DATA 20,24,24,24,248,248,0,0,
0
KF 1810 DATA 21.0-0,0.248,248,24,24,2
4
SD1820 DATA 22,0,0,0,31.31,24,24,24
DF 1830 DATA 23 , 24 . 24 , 24 . 3 1.. 3 1 . 0 , 0 , 0
fH 1S4 0 DATA 24,24,24,24.255,255,0.0.
0
KJiaS0 DATA 25,0,0,0,255,255,24,24,2
4
MP 1860 DATA 23.24.24,24,31,31,24,24,
24
FF1870 DATA 29,24,24,24,248,248,24,2
4, 24
111880 DATA 30.1.3,6.12.24.48,96,192
Pfl 1890 DATA 59,128.192,96,48,24,12,6
Al 1900 DATA 60,0,0.0,36,90,129,0,0
Nfl9 10 DATA 61,24,28,30,31,31,30,28.
24
HC1920 DATA 62,170,85,170,35,170,85,
170,35
CI. 1930 POnrE 756,CHBAS
KO 1940 RETURN
FC 2000 DIM FILE* ( 15) : GRAPHICS 0
D! 2010 TRAP 2060:PRINT "^CLEARJ
{DDWN: INPUT FILENAME"
JL 2020 PRINT " fDOWNlCASSETTE USERS E
NTER C: ■'
QJ 2030 PRINT " -CDOWNi DISP; USERS ENTER
FILENAME WI TH D: "
JK 2040 INPUT FILE*
Lh 2050 IF FILE* C 1 . 2) ="C: '■ OR FILE«(1
,2)="D:" THEN TRAP 40000; RETU
RN
CE 2060 TRAP 2060: PRINT "{BELL)<D0WN:
ERROR IN FI LENAME I " : FOR UM=: 1
TO 200:NEXT UM:GOTO 2010
Program 2:
Machine Language For Hi-Res Graphics Editor
(Use MLX to
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,182
,169
,020
,086
,115
,178
,255
,180
,194
,203
,247
,193
, 112
,078
,008
,099
,230
,002
,171
,231
,066
,145
,185
,118
,189
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,250
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,133
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,148
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,062
,079
,172
,234
,241
,238
,093
,040
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,034
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,113
,176
,224
,075
,009
,180
,199
BO COMPUTii May1i?8d
Serict""" a, lie el ,,
"-."s-iT^t- «;fjsA.^, St*:: "" , ., o*.-
-s^-„-: »..5l*BS:^--'
PROGRAMS
•299"
a
^vg
TO f OXNX
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A'-iiTM Aj}pli> Al."iri. ConHnnrJnrp fvl PFT Knyprn. IBM Rh'Ik' Sti;!^k
Krell Software Corporalion dees not endorse Ihe use o( Ihe SAT exams in any way. We believe thai l>o1h the SAT
Eiiamination System and the examinations themselves are seriously Itawed. However, we recognize Ihe needs lor
individual students to pertorm well on these examinations In order lo secure college entrance and scholarships.
SAT ■ ;i[ui Cnilp'iii' [^njr:!" ni'- fi.-ui'U'-ri ■(! TtHrliNiuirks anrl service- marks of Ihtj CoHegr: bntr^nce FxaminHlujn Bnnrrl
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64 Hi-Res '#3jL--3/55> ^
Graphics Editor
M h
IS
s
Gregg Peele, Assistant Prcgramming Supervisor
Just as a word processor allows you to expand
your writing skills by giving you power to
manipulate text freely, "Hi-Res Graphics
Editor" allows you to easily draw, erase, and
edit images on the 64's hi-res screen. Once
you have finished your drawing, you can
even send the results to your 1525 printer.
The Editor expands on the graphics tech-
niques in "Picture Perfect," using the sprite
capability of your 64 to create and modify
intricate designs on the screen. Parts of pic-
tures can be "imprinted" onto a sprite and
"planted" on another area of the screen. You
can then enlarge the sprite to full-screen size
and edit it more precisely.
Type It In With MLX
Hi-Res Graphics Editor is in two parts. First
you must type in Program 2 using the MLX
program elsewhere in this issue. After saving
Program 2 to disk or tape, reset your machine
by turning it off.
Now type in Program 3, the BASIC part
of Hi-Res Graphics Editor. SAVE it to disk or
tape.
To run the program, first LOAD the file
created by MLX with this format:
LOAD "your filename",8,l for disk
LOAD "your filename", 1,1 tor tape
Now enter this line and press RETURN:
POKE 642,128:POKE 44,128:POKE 32768,0:NEW
This moves BASIC to a safe place in mem-
ory— leaving plenty of room for hi-res
screens. You must type this line each time
before you LOAD Program 3.
Next, LOAD the BASIC program— Pro-
gram 3. Type RUN, press RETURN, and you
are in the Editor.
Set The Joysticic Speed
The first prompt in Hi-Res Graphics Editor is
for joystick speed. Enter a number from 1 to
10 (10 is fastest). The lower the number, the
more control you have over drawing. You
can experiment with these numbers to find
the best speed for your purposes.
Next, the screen clears and a rectangle
appears in the center. This is the sprite cursor.
Press the letter D and the box will change
D
raw
into an arrow. You are now in Draw Mode.
With a joystick in port 2, you can move this
arrow around the screen.
Pressing the fire button draws on the
screen. If what you have drawn is invisible,
press B to change the background color and
F to change the foreground color. Repeat
each of these keys to step through the se-
quence of all possible colors.
Erasing With The Arrow
If you wish to erase what you have drawn,
engage the SHIFT LOCK key on the
keyboard. Then hold down the fire button
and use the joystick to point the arrow at
any pixel you want to erase. To start over
with a clean slate, just press the fl key. This
clears the screen.
Sprite Mode can be accessed by pressing
the A (Add), S (Stamp), C (Copy), or E (Erase)
key. Let's explore the most interesting of
these, hitting the letter C.
Using the joystick, move the rectangle
around the screen until it's superimposed on
part of your original drawing. (If you have
cleared the screen, you can return to draw
mode by pressing D,) Press the fire button,
and the contents of the screen "under" the
sprite will be copied onto the sprite.
You can enter Add Mode at any time by
pressing A. In this mode, you can move your
sprite around the screen and "plant" the
image anywhere you like. (You add the image
of the sprite to the images already on the
screen.) If you hold the button down while
you move the sprite, the sprite's image be-
comes a wide "brush," which you can use
for calligraphy and to create other interesting
effects.
A Graphic Stamp
Stamp Mode replaces the contents of the
screen with the contents of the sprite. And if
you make a mistake in your drawing, use E,
Erase Mode. This mode transforms the sprite
cursor into a giant eraser which clears any
pixels it passes over.
82 COMPUTE! May 1984
Developing a mind
for the Future. ^^^
Color 80 S49"U.S:
Produces 60 Columns With Coior'
Needs No Extra Hardware
Use Wilfi Termin.?:' Ptograms
Uses No Basic Memory m the 64
DeveJop Vour Own Programs
SUPER BASIC S39"U,S:
Gives yo J 3 different we/^sions of Commodoce
Basic Programing Language Version 4 PLUS'
A Suilt in Machine Language M<3n.itor'
- Disk a File Maintenance Commands
Data Handling Commands
Graphics Ptus Basic
CDrripatible wilh Commmodore's "B" Senes i,
Muc^l Much More'
RECREATE PROGRAM S39" U.S!
RTC's Answers to Program Recreation
Converts Printers Fite to SCRtPT 64 s Files
SUPER COPY S29"U.S:
Super Fast Disk Copies on a 1 54 1
Copy Entire Disk \x\ 7 Minutes or Less
Copy Selected Files
Complete Pattern Matctimg
Full Pirompts
BASIC AID 539" U.S:
Your AiO to Writing Prograrns
Allows Sc:roliin9 Througti Programs
Adds 33 mare Commands to the Basic Language
Has Fjnd, Change, Merge. MoveComniands
Convert Hex , Binary arid Decimal Numbers and More '
SCR1PT64&SCRATCHPAD64S105"U.S:
Script 64
Word Processor m French and English
60 Columns
Global Search and Replace
User Created Oictionarv
Spelling Check
Scratch Pad 64
The DatatMse Mail Ust m One'
Merges Atth Script 64 Word Processof
Pnnt out L^beis, Envelopes , Maii List & More'
Suitable with bath Single and Dual Disk Ortves
Fully C64 UnkCompatiDle
•suggested RETAIL PRICE FOB m U S FUNDS, Toronto. CANADA
C64 LINK
The Smart 64
Give These Expanded Capabilities
to Your 64 and VIC 20
• The ability to Transfer deta from any type of device to another
(IEEE, Serial, Parallel)
■ SAStC 4.0 which allows you to run mare PET BASIC programs
and gives you eiitended disk and I/O commands.
• The ability to have several 64s on line together - sharing com-
mon IEEE devices such as disks or printers with Spooling
Capability.
• Built-in machine language monitor.
« A built-in terminal of modem program which allows the system
to communicate through a modem to many bulletin board
systems and other computer mainframes.
• Compatab(lltywiihCP/M.
Coniact your local Coinmodore dealer or RTC,
Payments by VISA, MASTERCARD or BANK TRANSFER.
Mail orders also by certified cheque, etc.
UptoSmore&4s
1
1 vus 1
Kia:pCT;a(!
1
±
MULTI-LINK"
1
t
(futursi
Canrldge
Malhar Board
J-li'^VV'-^^Vi^E
1
i-
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1
Spading
to
PrfntBr
Compatibility
Board"
$149.00 us
PLUS CUSTOMS BROKERAGE
HANDLING AND WAILING CHARGE
^ee^t^aie ^elcc^mmuHicatiOH^
10610 Bayview Avenue IBayview Plaza) Richmond Hill, Ontario, Canada L4C3N8 {416)884-4165
A Sprite Editor
You can create your own sprites by enlarging
the sprite to full screen proportions. Hold
down the f7 key briefly. The screen will clear
and an enlarged image of the sprite will ap-
pear in the upper left corner of the screen.
To edit this sprite, press the fire button of
the joystick as you move the cursor in this
area. Erasing is simple. Just engage the
SHIFT/LOCK key, and instead of drawing to
the sprite image, you will erase parts of the
sprite. The fl key clears the sprite, just as it
cleared the screen in hi-res mode.
If you want to save or load a hi-res
screen, you must do it from this sprite defi-
nition mode. Hold the CTRL key while you
press L for LOAD, and a series of prompts
will then appear for loading from disk or
tape. Likewise, holding CTRL and S allows
you to save to disk or tape.
Anytime you wish to return to hi-res
mode, simply hold f7 down for a moment.
You can then use the sprite definition you
have just created to produce intricate pictures
on the hi-res screen.
Two Graphics Screens
The Editor contains a feature which allows
you to have two full screens of graphics in
memory at one time. Press T to toggle be-
tween them. When you first try this function,
the screen will fill with garbage if nothing
has been created on the alternate screen.
(There is undefined data in this area.)
Clear the screen (using the fl key) to
start with a new palette. Draw a new design
on this screen, and press T (toggle) to return
to the old screen. Pressing T again takes you
back to your second creation, and so on.
Printing Your Creation
Since an image created on a computer screen
will last only as long as the power is on, a hi-
res screen dump is included. Just press the
letter P, and your 1525 printer (or 1525 com-
patible printer) will print the contents (minus
the sprite cursors) of the screen.
Here's a summary of the commands in
the Hi-Res Graphics Editor:
D
Draw Mode
SHIFT
LOCK on
Erase draw (in sprite definition mode, erase
A
parts of sprite)
Add Mode; overlay sprite
with screen
C
S
Copy screen to sprite
Stamp Mode; replace what is onscreen with
E
sprite image
Erase under sprite
F
B
T
Sequence through foreground colors
Sequence through background colors
Toggle between screens
fl
Clear screen (hi-res and sprite definition
i7
modes)
Change from hi-res to sprite definition and
vice versa
CTRL-L
Load screen from disk or tape; available only
from sprite definition mode
CTRL-S
Save screen from disk or tape; available only
from sprite definition mode
P
Produce printout on 1525 printer
49626
49632
49638
49644
49650
49656
49662
49668
49674
49680
49686
49692
49698
49704
49710
49716
49722
49728
49734
49740
49746
49752
49758
49764
49770
: 096, 032,
:012,193,
! 096, 032,
:193,096,
!ll2, 193,
:032,012,
!l92,032,
:173,001,
:173,000,
:173,016,
: 011, 169,
:141,016,
:169,253,
:016,208,
:233,024,
:255,206,
:206,-165,
: 023, 201,
:014,240,
:053,201,
: 003, 240,
:169,000,
:138,194,
:001,141,
: 194, 076,
247,192,096,
096,032,112,
227,192,032,
032,247,192,
096,032,247,
193,096,032,
012,193,096,
208,141,003,
208,141,002,
208,041,001,
002,013,016,
208,076,042,
045,016,208,
056,173,254,
141,250,206,
233,000,141,
197,201,013,
010,240,030,
046,201,018,
020,240,079,
025,076,168,
141,227,205,
076,168,194,
227,205,032,
168,194,032,
032,145
193,094
112,153
032,004
192,090
227,072
096,107
208,226
208,230
240,183
208,185
194,193
141,098
206,185
173,049
251,114
240,056
201,001
240,061
201,102
194,020
032,094
169,009
138,076
138,140
49776
49782
49788
49794
49800
49806
49812
49818
49824
49830
49836
49842
49848
49854
49860
49866
49872
49878
49884
49890
49896
49902
49908
49914
49920
;194,076
!l94,169
:032,138
:169,003
:168,194
:208,141
:141,016
:169,124
:169,004
:138, 194
:003, 208
:212,205
:254,141
:194,169
:173,021
:021,208
:233,050
: 000, 220
:169,000
:000, 173
: 208, 006
:018, 196
:250,206
:251,206
:128,141
,180,
,002,
,194,
,141,
,169,
,254,
,208,
,141,
,141,
,173,
,016,
,173,
,021,
,033,
,208,
,056,
,141,
,041,
,141,
,227,
,076,
,076,
,141,
,141,
,216,
199,076,
141,227,
076,168,
227,205,
172,141,
206, 169,
141,255,
001,208,
227,205,
227,205,
169,034,
021,208,
208,076,
141,212,
009,003,
173,001,
248,206,
016,208,
224,206,
205,201,
243,194,
125, 195,
218,205,
219,205,
205,169,
168,
205,
194,
076,
000,
000,
206,
096,
032,
201,
141,
041,
204,
205,
141,
208,
173,
017,
162,
004,
076,
173,
173,
169,
000,
237
032
158
183
212
096
091
125
170
024
231
014
064
120
239
101
235
204
098
012
011
253
157
161
091
84 COMPUTE! May 1984
49926
:168,
49932
:222,
49938
:022,
49944
:221,
49950
:206,
49956
:205,
49962
:008,
•49968
:205,
49974
:153,
49980
:208,
49986
:205,
49992
:105,
49998
:251,
50004
:206,
50010
:162,
50016
:250,
50022
:251,
50028
:000,
50034
= 205,
50040
:001,
50046
:128,
50052
:206,
50058
:206,
50064
:228,
50070
:000,
50076
:195,
50082
:208,
50088
:008,
50094
:076,
50100
:22B,
50106
:105,
50112
:251,
50118
:206,
50124
:216,
50130
:216,
50136
:105,
50142
:251,
50148
:206,
50154
:238,
50160
:240,
50166
:000,
50172
:250,
50178
:206,
50184
:141,
50190
:192,
50196
:125,
50202
:250,
50208
= 251,
50214
:248,
50220
t207.
50226
:207,
50232
:207,
50238
:207,
50244
:207,
50250
:217,
50256
:141,
50262
:074,
50268
;207,
50274
:217,
50280
:173,
50286
:207,
50292
:219,
50298
:141,
50304
:074,
50310
;207,
50316
:219,
50322
: 173,
50328
:207,
50334
:141,
50340
:010,(
50346
:217,
, 170,141,214, 205
,205,140,221,205
, 196, 174, 222,205
,205, 173,224,205
,207,240,012, 173
,025,000,008, 153
, 076,057, 195, 173
,073, 255,057,000
, 000,008,078, 216
,006,169,128,141
,200,024, 173,250
,001, 141, 250, 206
,206, 105,000,141
, 232, 224,024, 208
,000, 173,218, 205
,206,173,219,205
,206,238,248, 206
,238,214,205,173
,201,021,144, 148
, 141, 227, 205,096
,141,226,206, 172
,185,000,008,045
,240,008,169,001
,206,076,157, 195
,141,228,206,076
, 173, 227,205, 201
,039, 173,141,002
, 169,001,141,228
, 182, 195, 169,000
,206,024,173,250
,011, 141,250,206
, 206, 105,000, 141
,032,022,196,096
,206,032,022, 196
,205,024, 173,250
,001 ,141, 250, 206
,206, 105,000, 141
, 110,226,206,208
,224,206,232,224
,003,076,125, 195
,238, 248, 206,056
,206,233,024,141
, 173,251,206,233
,251,206,172,224
, 063, 144, 001,096
,195, 173,250,206
,207, 173,251, 206
, 207, 173, 248, 206
, 207, 169,000, 141
,173,250,207,141
,173,251,207,141
,173,248,207,141
, 173,249,207,141
,173,215,207,074
, 207, 173, 214, 207
, 216,207,173, 217
, 141,217,207, 173
,106,141,216,207
,207,074,141,217
,216,207,106, 141
, 173, 213,207,074
,207,173,212,207
,218,207,173,219
,141,219,207,173
, 106,141,218,207
,207,074,141,219
, 218,207,106, 141
,173,214,207,041
,220,207, 173,216
,046,217,207,010
, 207,010,141, 210
, 142,022
,032,013
, 172, 241
,045,073
, 216,060
,000, 171
, 216,255
,008, 134
, 205, 202
, 216, 160
,206, 100
, 173,180
,251,008
, 177,131
, 141, 221
,141,010
, 162,133
,214, 128
, 169,234
, 169,191
, 224, 199
,226,034
, 141,135
, 169,151
,157,190
,003,136
,208,165
,206,153
,141,169
,206,243
, 173,048
,251,122
,142, 124
, 174,026
,206,005
,173,068
,251, 152
,152,056
,003,081
,162,017
, 173,143
,250,076
,000,047
,206,184
,076,074
,141,086
, 141, 230
, 141,234
, 249,028
,212,210
,213,218
,214,222
,215,230
,141,061
, 106, 174
,207,217
,216,090
,173,118
,207,137
,216, 139
,141,101
,106,216
, 207,007
,218,136
, 173, 162
,207, 183
,218, 185
,007,233
,207,042
,046,188
,207,138
50352
50358
50364
50370
50376
50382
50388
50394
50400
50406
50412
50418
50424
50430
50436
50442
50448
50454
50450
50466
50472
50478
50484
50490
50496
50502
50508
50514
50520
50526
50532
50538
50544
50550
50556
50562
50568
50574
50580
50586
50592
50598
50604
50610
50616
50622
50628
50634
50640
50646
50652
50658
50664
50670
50676
50582
50688
50694
50700
50706
50712
50718
50724
50730
50736
50742
50748
50754
50760
50766
50772
:046
,217,
:141
,211,
:010
,046,
:217
,207,
:216
,207,
:217
,207,
:216
,207,
:010
,046,
•217
,207,
!218
,207,
:010
,046,
219
,207,
:173
216,
141
208,
109
219,
024
173,
207
141,
109
209,
024
169,
141
209,
133
251,
252
173,
141
225,
237
225,
169
000,
173
225,
206
225,
000
173,
240
090,
201
004,
197
173,
177
251,
251
076,
205
201,
206
207,
207
177,
145
251,
251
045,
177
251,
251
076,
045
206,
206
207,
207
177,
145
251,
205
096,
208
046,
169
032,
152
145,
233
255,
171,
233,
240,
016,
001,
133,
000,
133,
096,
165,
208,
008,
206,
076,
208,
104,
206,
076,
206,
173,
206,
201,
214,
206,
206,
076,
214,
206,
206,
045,
208,
008,
015,
141,
133,
170,
173,
214,
170,
056,
141,
212,
007,
013,
207
,173
,217
,207
,219
207
,173
,210
,207
, 051
217
,207
,010
,046
,212
109
,210
,207
,141
,005
173
,211
,207
,109
,043
141
,217
,207
,173
,088
010
,046
,217
,207
,091
217
,207
,010
,046
,242
141
,216
207
,173
,105
010
,046
219
207
,113
219
,207
010
046
,006
141
,218
207
024
,234
207
,109
218
207
,098
207
,173
217
207
127
207
,141
209
207
,072
220
,207
109
208
183
208
,207
169
000
180
207
,141
209
207
080
032
,109
209
207
010
207
,173
208
207
155
173
,209
207
133
122
212
,207
041
007
170
207
,056
169
007
089
207
,141
225
207
020
141
,206
207
056
075
207
,046
206
207
110
207
,016
245
160
111
227
,205
201
005
125
201
002
240
064
157
208
,003
076
180
254
228
206
240
010
130
013
206
207
145
081
180
197
173
227
192
001
,240
018
173
188
073
255
141
206
188
251
045
206
207
199
076
180
197
177
138
206
207
240
032
099
013
206
207
145
123
180
197
177
251
006
207
240
015
173
022
073
255
141
206
230
251
045
206
207
241
177
251
141
224
087
165
197
201
004
028
169
000
133
170
148
133
171
160
000
093
170
056
165
170
036
141
212,
206
155
140
063,
013,
212
206
088
024
165,
170,
105
172
170,
165,
171,
105
203
171,
076,
200,
197
241
197,
170,
201,
028,
071
169,
015,
141,
212,
229
010,
198,
201,
021,
194
169,
240,
141,
212,
050
034,
198,
238,
214,
204
214,
205,
045,
212,
044
015,
208,
035,
173,
083
041,
240,
141,
214,
056
058,
198,
024,
173,
253
105,
016,
141,
214,
164
212,
206,
201,
240,
128
173,
214,
206,
041,
130
214,
206,
169,
000,
031
169,
004,
133,
171,
072
206,
160,
000,
145,
196
165,
170,
233,
231,
073
206,
165,
171,
233,
182
212,
206,
176,
016,
202
May 1984 COMPUTE! 85
50778 :024, 165, 170, 105, 001, 13 3, 176
50784 : 170, 165, 171, 105,000, 13 3,072
50790 : 171, 076, 066, 198,096, 160,101
50796 : 128, 18 5, 119, 198, 153, 064, 187
50802 :008, 136,016, 247,096, 2 5 5, 104
50808 : 2 55, 25 5, 19 2, 000,003, 19 2, 249
50814 : 000, 003, 192,000,003,192,004
50820 : 000, 003, 192, 000, 003, 19 2,010
50826 : 000, 003, 192,000,003, 192,016
50832 : 000, 003, 19 2, 000, 003, 19 2,022
50838 : 000, 003, 192,000,003, 192,028
50844 : 000, 003, 19 2, 000, 003, 19 2, 034
50850 : 000, 003, 192,000,003, 19 2,040
50856 : 000, 003, 19 2, 000, 003, 192, 046
50862 : 000, 003, 192, 000, 003, 2 55, 115
50868 : 255, 255, 000, 000, 048, 000, 226
50874 : 000, 060, 000, 000,063,000,053
50880 : 000, 06 2, 000, 000, 05 5, 000, 05 3
50886 : 000, 003, 128,000,001, 192,010
50892 : 000, 000, 2 24, 000, 000, 000, 172
50898 : 000, 000, 000, 000, 000, 000, 210
50904 : 000, 000, 000, 000, 000, 000, 216
50910 : 000, 000, 000, 000, 000, 000, 222
50916 : 000, 000, 000, 000, 000, 000, 228
50922 :000, 000, 000,000,000, 000, 234
509 28 : 000 , 000 , 000 , 000 , 000 , 000 , 240
50934 : 000, 000, 000, 000, 000, 000, 246
50940 : 000, 169, 01 2, 141, 03 3, 208, 047
50946 : 169, 147, 032, 210, 255, 169,216
50952 : 021, 141, 024, 208, 169, 027, 086
50958 : 141, 017, 208, 169, 000, 141, 178
50964 :20a, 205, 13 3, 180, 141, 207, 070
50970 : 205, 141, 206, 205, 133, 195, 087
50976 : 169, 216, 133, 196, 169, 004, 151
50982 :133, 181,162,000,160,000,162
50988 ; 169, 128, 141, 2 10, 205, 140, 01 3
50994 : 206, 205, 172,207,205, 185,206
51000 : 000, 008, 140, 207, 205, 17 2, 020
51006 : 206, 205, 045, 210, 205, 240, 149
51012 : 01 1,169, 001, 145, 195, 169, 246
51018 : 160, 145, 180,076,088,199,154
51024 : 169, 000, 145, 195, 169, 160, 150
51030 : 145, 180, 024, 165,195,105,132
51036 :001, 133, 195,165,196, 105,119
51042 : 000, 133, 196,024,165,180,028
51048 : 105, 001, 13 3, 180, 16 5, 181, 101
51054 : 105, 000, 133, 181,078,210,049
51060 : 205, 17 3, 2 10, 205, 240, 003, 128
51066 : 076, 049, 199,2 38,207,205,072
5107 2 :169, 128, 141, 210, 205, 232, 189
51078 :2 24,003, 144, 167,024,165,093
51084 :180, 105,016, 133, 180, 165, 151
51090 : 181, 105, 000, 133,181,024,002
51096 :1 65, 195, 105, 01 6, 133, 195, 193
51102 :165, 196, 105,000, 133, 196, 185
51108 : 162, 000, 238, 208, 205, 173, 126
51114 : 208, 205, 201, 021, 176, 003, 2 16
51120 : 076, 049, 199, 096, 169, 001, 254
51126 : 141, 238, 002, 096, 165, 197,253
51132 : 201, 041, 240, 00 1,096, 169, 168
51138 : 000, 032, 189,2 5 5,169,004,07 5
51144 : 170, 160, 255, 032, 186, 255, 234
51150 :032, 19.2, 25 5, 162,004,032,115
51156 ;201, 255, 176,003,076, 220, 119
51162 ! 199,096, 169,008,032,210,164
51168 :255, 169, 01 3, 032, 2 10, 255, 134
51174 : 162,000, 169,001,141,204,139
51180 : 205, 169, 000, 141, 250, 206, 183
51186 : 169, 000, 141, 251, 206, 169,154
51192 : 199, 141, 248, 206, 169, 005, 192
51198 : 141, 227, 205, 142, 242, 002, 189
51204
51210
51216
51222
51228
51234
51240
51246
51252
51258
51264
51270
51276
51282
51288
51294
51300
51306
51312
51318
51324
51330
51336
51342
51348
51354
51360
51366
51372
51378
51384
51390
51396
51402
51408
51414
51420
51426
51432
51438
51444
51450
51456
51462
51468
51474
51480
51486
51492
51498
51504
51510
51516
51522
51528
51534
51540
51546
51552
032
022
196
174
24 2
002,
173
224
205
045
206
207,
240
012
173,
202
205
013,
204
205
141,
202
205,
076,
041
200
173
204
205
073,
255
045
,202
205
141
,202,
205
014
204
205
173
,204,
205
201
128
240
020
024,
173
250
,206
105
001
141,
250
206
,173
251
206
105,
000
141
,251
206
076
001,
200
173
202
205
009
128,
224
045
,144
010
173
202,
205
041
031
009
128
,141,
202
205
,168
032
,210
,255,
152
032
,210
255
169
,001,
141
204
,205
169
000
141,
202
205
056
173
250
206,
233
006
141
250
206
173,
251
206
,233
000
141
251,
206
206
,248
206
173
248,
206
201
,255
240
003
076,
001
200
224
045
176
031,
024
173
250
206
105
007,
141
250
,206
173
251
206,
105
000
141,
251,
206,
232,
169
199
141,
248
206
169,
013
032
210,
255
0''6,
001,
200
169
013
032
210
255,
032
231
255,
096
1V4
240,
002
160
255,
136
208
253,
202
208
248,
096
173,
167,
002
174
168
002
160
001,
032
186
255,
173
169,
002,
162
172
160,
002
03 2
189,
255
169
000,
162
000
160,
032
032
213,
255
096
173,
167
002
174,
168,
002,
160,
001
032
186,
255,
173
169,
002
162
172,
160
002,
032,
189
255
169,
032
133
254,
169
000
133,
253
169
253,
162
255
160,
06 3
03 2
216,
255
096
165,
197
201
022,
240
001
096
169
000
133,
170
169
032
133
171
169,
000
133
180
169
096
133,
181
160
000
177
170
141,
06 2
003
177
180
141
064,
003
173
,062
003
145
180,
173
064
003
145
170
024,
165
170
105
001
133
170,
165
171
,105
000
133
171,
024
165
,180
105
001
133,
180
,165
,181
105
000
133,
181
,056
,165
170
,233
,255,
141
,200
,205
165
,171
,233,
063
,013
,200
205
,144
,193,
096
,013
,013
,013
,013
,013,
, 160
,046
,093
,031
,156
,060
,021
,096
,160
,225
,227
,219
,106
,125
,136
145
,192
,174
,097
,176
,131
,087
,045
,139
,095
,065
,012
,241
,027
, 182
, 174
,004
, 191
,251
,157
, 192
,253
,131
,024
,000
,252
, 203
,120
,174
,139
,094
,223
,091
,151
,096
,115
,030
,037
, 162
,068
,114
,175
,140
,001
Program 3:
BASIC Portion Of Hi-Res Graphics Editor
5 INPUT "tCLR} JOYSTICK SPEED (l-10)"rJS?
: rem 137
6 IF VAL(JS$)<10R VAL(JS$)>10 THEN5
:rem 192
7 POKE752,ll-VAL{JS$) : rem 180
8 FOR T= 2048TO2048+64:POKET,0:NEXT
;rem 22
86 COMPUTE! May1984
10
11
12
13
15
16
17
20
30
31
32
33
34
40
50
60
61
63
65
66
70
72
75
79
PEEK ( 197 )<> 3THEN12
TO 300:NEXT
:rem 97
rem 102
rem 199
rem 188
rem 104
POKEVI+
: rem 51
rem 238
SYS50624
SYS49152
GETA5 :IF
FOR T= 1
SYS50941
VI=5324B:POKEVI+21 , 1 :POKEVI , 21
16,PEEK(VI+16)ORl:POKEVI+l, 100
POKE2040,32
SC= 1024 : PX=0 : PY=0 : CN=0 : 0S = 5 5 296 : OC=PE
EK{OS) :rem 24
GET A$:IF A$=""THEN CN=CN+1 : rem 65
IF PEEK(197)=4 THEN FOR T=2048TO2048+6
4:POKET,0:NEXT:SYS50941 : rem 196
IF PEEK(19 7)=3THENPOKE198,0:FORT=1TO30
0:NEXT:GOTO11 : rem 62
IF A$="{L]"THEN GOSUB 300 :SYS51394 :GOS
UB400:SYS50941 : rem 242
IF A$=" {HOME} "THEN GOSUB300 :SYS5142 5 :G
: rem 245
SC,PEEK(SC)OR128:CN
: rem 147
SC,PEEK(SC)AND127
: rem 140
IF(PEEK(56320)AND16)<>0 THEN 65:rem 58
IF PEEK(653)THEN POKESC+54272 , 0 ;SH=1 : G
OSUB200:GOTO 65 : rem 246
POKESC+54272, 1 :SH=0:GOSUB 200 : rem 72
IF 15-PEEK(56320)=0 THEN 79 : rem 15
FL=0:OC=PEEK(SC+542 72) :OS=SC+542 72
: rem 141
ON 15-PEEK(56320)AND15GOSUB 80,90,95,1
00,120,130,140,150,160,170 :rem 163
POKESC, {PEEK(SC)OR128) : rem 243
SC=1024+40*Y+X ;rem 155
GOTO 30 :rem 12
80 Y =Y+{Y>0)
90 Y=Y-(Y<20)
95 RETURN
100 X=X+(X>0)
RETURN
Y=Y+(Y>0)
; RETURN
! RETURN
t RETURN
;rem 180
rem 2 31
; rem 78
rem 218
rem 114
; rem 72
:rem 123
rem 117
:rem 20
rem 174
;rem 180
: rem 50
OSUB400:SYS50941
IF CN= 2 THEN POKE
=0
IP CN= 1 THEN POKE
110
120 Y=Y+(Y>0) :X=X+(X>0} ; RETURN
130 Y=Y-(Y<20) :X=X+(X>0) iRETURN
140 RETURN
150 X=X-(X<23) iRETURN
160 Y=Y+(Y>-0) :X=X-CX<23) iRETURN
170 Y=Y-(Y<20) :X=X-(X<23) :RETURN
200 BO=Y*3+INT(x/8)
210 BT= 2T{7-(X-INTCX/8)*8)) :P=64*PEEK(20
40)+BO :rem 49
220 IF SH=0 THENPOKEP,PEEK{P)ORBT:GOTO2 30
: rem 10
225 POKEP, PEEK(P)AND(255-BT) :SH=0:rem 207
230 RETURN : rem 117
300 print"[blk} [7 right}{clr}{rvs}d{off1i
SK OR {RVS}T{0FF5APE" :rem 144
301 GET J$:IF J5=""THEN301 : rem 93
302 IP J$<>"D"AND J$<>"T"THEN 301:rem 170
303 INPUT "FILENAME" ;FI$ : rem 153
305 IF LEFT${J$,1)="D"THEN D=8:GOTO310
: rem 70
306 D=I :rem 7 5
310 FOR T= 684 TO 6B4+LEN (FI$ ) -1 : POKET, AS
C(MID$(FI$,T-683,1)} :NEXT : rem 150
3 20 POKE679,D:POKE680,D:POKE681,LEN(FI$) ;
POKE682,172:POKE683,2 ; rem 159
325 RETURN : rem 122
400 0PEN15 , 8,15: INPUT#15 , A$ , B$ , CS , D? : PRIN
TA$;" "jB$" "rC$;" ";C?;" ";D$:rem 52
405 CL0SE15 :rem 117
410 FOR T= ITO 3000 :NEXT ; RETURN: rem 55©
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Snertle
Soon Sivakumaran
61/ making simple selections from a nteitti, a child can
change this arithmetic drill to fit his or her own tutoring
needs. Written for the uiiexpaudcd VIC, versions also
arc included for the Commodore 64, Atari, TI-99/4A,
Color Computer, Apple, IBM PC, and PCjr.
"Snertle" is designed to help teacli cliildren the
fundamentals of addition, subtraction, and multi-
plication. A turtle named Snertle is drawn on the
screen to give encouragement and assistance to
the player.
An Individual Challenge
Snertle allows children to tailor math problems to
fit their individual abilities and weaknesses.
Snertle first asks the child to select addition, sub-
traction, or multiplication problems. If addition or
subtraction is selected, the child is then asked to
choose the largest and smallest numbers to be
used in creating the problems. The largest number
that can be chosen is 99 and the smallest number
is zero.
If multiplication is chosen, the child can de-
cide to practice a certain "times table," or solve
problems created randomly from 0 through the 14
times table.
For example, if the 12 times table is selected,
then one number in each question created will
always be 12. The other number will be randomly
selected from the range 0-14.
If the child chooses to attempt random multi-
plication problems, he or she must define the
range of numbers (within the limits of 0 and 14)
from which the problems can be created, similar
68 COMPint! May 1984
to the process for random addition or subtraction
problems.
Creating The Screen
In Program 1, once the nccessarv information is
entered, the turtle's image is POKEd onto the
screen. The two numbers used in the problem are
chosen in lines 305, 315, and 1070. The numbers
are then displayed on the screen, each digit being
four regular characters high and three wide. The
large character set is created in a series of sub-
routines in lines 500-990.
The larger number is always displayed above
the smaller number to avoid negative answers to
subtraction problems. The appropriate sign for
addition, subtraction, or multiplication is drawn
on the screen by a subroutine beginning at line
6000. Next, a horizontal line is drawn under the
numbers.
Line 394 contains a FOR-NEXT loop that
clears the keyboard buffer. This prevents the child
from accidentally entering data while the turtle
and the problem are being put on the screen.
Another FOR-NEXT loop in lines 395^20
enters the user's response to the problem. Because
a GET statement is used, the RETURN key does
not have to be pressed when entering the re-
sponse. An arrow will appear at the bottom of the
screen to prompt for each digit of the response.
The Turtle Smiles
Once the response is entered, Snertle checks it
against the correct answer. If the child's response
is correct the turtle will smile, GOOD! will appear
on its shell, and a high beep will sound. If the
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response is incorrect, Snertle the turtle's head
will disappear into his shell and the message TRY
AGAIN will appear on his side.
The user will be given a second chance. If the
new response is correct, Snertle will poke his head
out from his shell. If the answer is again incorrect,
the correct answer will be displayed on the
screen.
The progrann will keep producing problems
until the X key is pressed in response to a problem.
The percentage of correctly answered questions is
then calculated in line 410, and displayed. This
percentage only includes problems answered
correctly on the first attempt. Snertle then returns
to the menu where the child may END the pro-
gram or select more problems.
Program 1 uses all but 84 bytes of the unex-
panded VIC's memory.
A subtraction problem — "Snerlle" for VIC. Other versions
similar.
Program 1: Snertie For vie
Refer to the "Automatic Proofreader" article before fyping this
program in.
100 A5=CHR$(147) :B$=CHR$(17) :C$=CHR$(29) :
D$=CHR${18) iE$=CHR$ (146) : Y=160 :LL=368
76 ;rem 62
110 PRINTA$SPC{5)B$B$"**SNERTLE**":POKELL
+2,15
PRINTB$B$B5B$C$C$ D? "SELECT
120
130
140
150
155
160
1B5
187
188
190
200
230
240
263
265
270
275
301
305
310
315
320
325
330
335
337
340
345
346
350
355
PRINTB$"1)
PRINTB$"2)
PRINTB$"3)
PRINTB$"4)
ADDITION"
SUBTRACTION"
MULTIPLICATION"
END PROGRAM"
OR
PRINTS? "(ENTER 1,2,3
FQ>4ORQ<0THEN160
C=14 : IFQ=10RQ=2THENC=99
IFQ=3THEN1000
IFQ=4THENEND
PRINTA$B$B$" ENTER LARGEST
4)";
irem 181
0NE:"E?
trem 119
:rem 113
:rem 117
:rem 87
:rem 30
!INPUTQ:I
:rem 102
:rem 141
;rem 224
;rein 248
VALUE "
:rem 169
PRINT" (MIN.:0 MAX. : " ;C; " ) " ; :INPUTR:IF
R<0ORR>CTHEN200 :rem 142
PRINTB$B$"ENTER SMALLEST VALUE"
:rem 146
PRINT" (MIN.S0 MAX.:"rRr")"; : INPUTS; IF
S<0ORS>RTHEN240 : rem 183
PRINTA$B$" PRESS "D$"X"E$" RETURN TO M
ENU":FORI=1TO750:NEXTI : rem 6
FRINTA? :rem 143
Z=0:ZZ=0:GOSUB2000 : rem 55
GOSUB1100 : GOSUBl 170 : GOSUB1230 : G0SUB12
60
TR=0:ZZ=ZZ+1
L=INT ( RND ( 1 ) * ( R-S+1 ) ) +S
IFQ=3ANDT=1THEN3 20
K=INT ( RND ( 1 ) * ( R-S+1 ) ) +S
F$=STR5(K) :W=0
IFK<LTHENW=110
GOSUB3000
W=110
IFL>KTHENW=0
F$=STR$(L)
GOSUB3000
ONQGOSUB6000 , 6000 , 6004
IFQ=1THENM=K+L
IFQ=2 ANDK > =LTHENM=K-L
;rem 102
; rem 226
:rem 234
! rem 51
:rem 234
:rem 243
:rem 81
; rem 217
:rem
: rem
; rem
:rem
: rem
: rem
193
244
248
223
185
97
:rem 78
360 IFQ=2ANDK<LTHENM=L-K : rem 11
365 IFQ=3THENM=K*L : rem 104
380 GOSUB740:MM=1 :IFM>-9THENMM=2 : rem 189
385 IFM>99THENMM=3 :rem 101
390 GOSUB740 ;rem 183
393 V=0:GOSUB1100 : rem 222
394 FORI=631TO640:POKEI,0!NEXTI : rem 180
395 FORJ=0 TO MM-1 : rem 218
397 POKE8177-(4*J),30 ; rem 94
400 GETH? :rera 224
405 IFH$=""THEN400 : rem 216
407 IFH$="X"ANDZZ=1THENI00 : rem 36
410 IFH$="X"THENPRINTA$"PERCENTAGE; "; INT(
Z/{ZZ-1)*100) :GOTO120 : rem 10
412 FORO=8164T08168:POKEO,32:NEXTO
1 1? s m 1 0 ^4
415 P=VALCH$) :rem 199
420 V=V+(P*10TJ) :X=ail0-(4*J) !GOSUB480:NE
XTJ : rem 86
450 IFM=VTHEN470 : rem 210
451 POKELL, 160:FORI=1TO500:NEXTI:POKELL,0
;rem 83
452 FORI=8098TO8186:POKEI , 32:NEXTI:rem 96
456 IFTR=1THEN460 : rem 11
458 TR=1:GOSUB1500:GOSUB770:GOTO393
: rem 159
460 M$=STR$(M) : rem 3
461 F0RI=1T022-MM:READA:NEXTI : rem 96
462 F0R00=1T0MM : rem 204
464 p=VAL(MID$(M$, (00+1), 1) ) :rem 24 3
465 READX:GOSUB480:NEXTOO: RESTORE: rem 2 22
470 GOSUB1230 : IFTR=0THENGOSUB2500 :GOSUB75
5:Z=Z+ltGOSUB6500 : rem 154
471 GOSUB2225;GOTO301 : rem 238
480 IFP=0THENGOSUB720 : rem 48
485 ONPGOSUB 500,525,555,585,610,633,660,
680, 700: RETURN : rem 254
500 FORI=0TO66STEP22 : POKEX+I + 1 , Y tNEXTI : RE
TURN : rem 211
525 GOSUB990:GOSUB980:POKEX+44,Y:GOSUB970
: RETURN :rem 102
55 5 GOSUBg90:GOSUB980:POKEX+46,YsGOSUB970
: RETURN ; rem 107
585 P0KEX,Y:P0KEX+22, 160 :rem 193
595 F0RI=44T046:P0KEI+X,Y:NEXTI : rem 1
600 POKEX+23,118:POKEX+67,118:RETURN
:rem 172
610 GOSUB990 :rem 185
90 COMPUTf! Moy1984
620 POKEX+22 , Y : POKEX+23 , 98 : POKEX+24 , 98 : PO
KEX+46,Y:GOSUB970: RETURN : rem 95
633 GOSUB990 :rein 190
640 POKEX+22, Y: POKEX+23, 98: POKEX+24, 98 .
:rein 18
645 POKEX+44 , Y : POKEX+46 , Y : GOSUB970 t RETURN
:rein 141
660 GOSUB990 : rem 190
670 POKEX+24 , Y : POKEX+45 , Y : POKEX+46 , 97 : POK
EX+67,Y; RETURN : rem 254
680 GOSUB525 : rem 186
690 POKEX+22, Y: POKEX+46, Y: RETURN : rem 47
700 GOSUB680: POKEX+44, 32: RETURN ;rem 180
720 GOSUB680: POKEX+23, 32: RETURN : rem 179
740 FORI=8080TO8093 : POKEI , 64 :NEXTI : RETURN
;rem 115
755 POKE77 53,7:POKE7754,15:POKE7755,15:PO
KE7756,4:POKE7757, 33 :rem 37
760 POKE7753 , 7 : POKE77 54 , 15 : POKE7755 , 15 ; PO
KE7756,4:POKE7757,33:RETURN :rem 59
770 POKE77 32,20:POKE7 733,18:POKE7734,25
:rem 209
780 POKE7 753, 1 : POKE7754, 7 : POKE7755 , 1 : POKE
7756,9:POKE7757,14:POKE7758,33
:rem 147
785 FORI=1TO750:NEXTI: RETURN : rem 93
960 FORI=0TO66STEP22:POKE I+X, 160 :NEXT1 :R
ETURN irem 191
970 FORI=0TO2:POKEI+66+X, 160 :NEXTI : RETURN
: rem 125
980 POKEX+22 , 98 : POKEX+23 , 98 : POKEX+24 , 160 :
RETURN :rem 113
990 FORI=0TO2:POKEX+I, 160 :NEXTI ; RETURN
:rem 232
1000 PRINTA$B$B$SPC(2)"D0 YOU WISH TOt"
:rem 212
1010 PRINTB9SPC(3)"1) PRACTICE TIMES"
:rem 138
1015 PRINT"TABLES" : rem 83
1020 PRINTB$SPC(3)"2) .RANDOM NUMBERS"
! rem 156
1030 PRINT"(ENTER 1 OR 2 ) " ; :INPUTT;IFT<0O
RT>2THEN1030 ; rem 162
1050 IFT=2THENGOTO190 : rem 26
1060 PRINTA$B$B$SPC(2)"ENTER TIMES TABLE"
: rem 154
1070 PRINTB$SPC(3)"(1-14)"; : INPUTK : IFK<10
RK>14THEN1070 : rem 212
1090 S=0:R^14:GOTO263 : rem 198
1100 FORI=7702TO7790STEP22 : rem 25
1110 READA:READB : rem 184
1120 FORJ=lTOB :rem 72
1130 POKE (I+A+J),102 :rem 46
1140 NEXTJ:NEXTI: RESTORE: RETURN irem 13 7
1170 F0RI=1T011 :rem 108
1180 POKE(7815+I),120 ;rem 82
1190 NEXTI :rem 83
1200 POKE7793,74 :rem 99
1210 RETURN :rem 164
1230 FORI=1TO10:READA:NEXTI :rem 193
1232 FORI=7724T07768STEP 22 : rem 40
1234 FORJ=15T017 :rem 169
1235 READA;P0KEI+J,A:NEXTJ:NEXT1 ;RESTORE:
RETURN
1260 FORI=lT02
;rem 185
; rem 60
12 70 POKE7817+I,Y:POKE7821+I,Y:NEXTI
:rem 191
1500
1510
2000
2001
2003
2225
2500
3000
3015
3020
3025
3030
3035
3040
3045
3050
5000
6000
6002
6003
6004
6500
F0Rl=7724TO7768STEP 22 : rem 38
FORJ=l 5T01 7 : POKEI +J , 32 : NEXTJ : NEXTI : R
ETURN :rem 253
FORI=38400TO38575 :rem 221
POKEI , 5 : NEXTI : rem 94
POKE38482,6:FORI=38576TO38905:POKEI,
1+Q:NEXTI: RETURN : rem 38
FORI=7878T08185 : POKEI, 32 :NEXTI;RETUR
N
:rem 174
: rem 171
: rem 81
: rem 254
: rem 10
:rem 170
:rem 251
irem 21
:rem 253
: rem 17
: rem 168
POKE7785 , 202 : RETURN
IFLEN ( F$ ) > 2THEN3030
P=VAL(MID?(F5,2,1) )
X=7B90+W; GOSUB480
RETURN
P=VAL{MID$(F$,2,1))
X=78B6+W:GOSUB480
P=VAL(M1D$(F$,3,1) )
X=7890+V;:GOSUB 480
RETURN
DATA 6, 5, 5, 7, 4, 9, 3, 11, 3, 11, 23 3, 160,1
60, 160, 108, 160, 160, 160, 160,8102, 8106
,8110 :rem 159
POKE8015,Y:POKE8036,Y:POKE8037,Y:POK
E8038,Y:POKE8059,Y :rem 76
IFQ=2THENPOKE8015,32:POKE8059,32
:rem 164
RETURN :rem 169
POKE8014,Y:POKE8016,Y;POKE8037,Y:POK
E805B,Y:POKE80G0,Y: RETURN : rem 97
POKELL, 207 :FORI=1TO150:NEXTI :POKELL,
215 :FORI=lT0175 : NEXTI : POKELL, 0 : RETUR
N :rem 64
1300 F0RI=1T03
1310 POKE7839+I,Y
1320 POKE7843+I,Y
1330 NEXTI: RETURN
: rem 56
:rem 200
: rem 196
:rem 105
Subtraction, 64 version of "Snertle." Other versions similar.
Program 2: Snertle For Commodore 64
Refer to the "Automatic Proofreader" article before typing ttiis
program in.
90 FOR 1=54272 TO 54296; POKEI , 0:NEXTI
:rem 87
100 A$=CHR$(147) ;B?=CHR$(17) :C?=CHR$(29) :
D9=CHR$(18) :E?=CHR$(146) :Y=160:rem 33
105 LL=54272 : POKELL+5 , 1 : POKELL+6 , 241 : POKE
LL+24,15 :rem 118
110 PRINTA$SPC ( 15 )B$B$ "**SNERTLE**" : POKES
3281,1 :rem 191
120 PRINTTAB(13)B5B$B$B$C$C$ D$ "SELECT ON
E: "E? :rem 3
130 PRINTTAB{13)B$"1) ADDITION" : rem 253
MavWS'l COMPUTE! 91
140 PRINTTAB(13)B$"2) SUBTRACTION" : rem 1
150 PRINTTAB(13)B$"3) MULTIPLICATIOlSf"
:rem 227
155 PRINTTAB(X3)B$"4) END PROGRAM"
; rem 170
160 PRINT" {HOME} {16 DOWN} "TAB ( 13 )B? " ( ENTE
R 1,2,3 OR 4)";:INPUT0 : rem 169
170 IFQ>4ORQ<1THEN160 : rem 15
185 C=14:IFQ=10RQ=2THENC=99 : rem 141
187 IFQ=3THEN1000 : rem 224
188 IFQ=4THENPRINT"{CLR}":END : rem 150
190 PRINTA$B$B$TAB( 10) "ENTER LARGEST VALU
E" :rem 50
200 PRINT" {home} {3 DOWN} "TAB ( 10) " (MIN . : 1
(space} MAX.: " jC;")"; : INPUTR: IFR<10RR>
CTHEN200 :rem 163
230 PRINTB$BSTAB( 10) "ENTER SMALLEST VALUE
:rem 27
240 PRINT" {HOME) {8 DOWN} "TAB ( 10) " ( MIN . ; 0
{space} MAX. : " rRr ") "; : INPUTS :IFS<0ORS>
RTHEN240 :rem 31
263 PRINTA$B$B$B5B$B$B$TAB(8) "PRESS "D$"X
"E5" RETURN TO MENU" : FORI=1TO1500 :NEX
T ; rem 69
265 PRINTAS :rem 143
270 Z=0:ZZ=0:GOSUB2000 : rem 55
275 GOSUB1100:GOSUBH70:GOSUB1230:GOSUB12
60 :rem 102
301 TR=0:ZZ=ZZ+1 :rem 226
305 L=INT(RND(1)*(R-S+1))+S : rem 234
310 IFQ=3ANDT=1THEN320 : rem 61
315 K=INT(RND(1)*(R-S+1) )+S : rem 234
320 F$=STR5(K) tW=0 : rem 243
325 IFK<LANDQ=2 THEN305 : rem 86
330 W=5 :GOSUB3000 :rem 220
337 IPL>KTHENW=0 :rem 244
340 F$=STR?{L) :rem 248
345 W=205:GOSUB3000 : rem 68
346 ONQGOSUB6000, 6000, 6004 : rem 185
350 IFQ=1THENM=K+L : rem 97
355 IFQ=2ANDK>=LTHENM=K-L : rem 78
360 IFQ=2ANDK<LTHENM=L-K s rem 11
365 IFQ=3THENM=K*L : rem 104
380 GOSUB740:MM=1 :IFM>9THENMM=2 : rem 189
385 IFM>99THENMM=3 :rem 101
390 GOSUB740 : rem 183
393 V=0:GOSUB113B :rem 222
394 FORI=631TO640:POKEI,0:NEXTI : rem 180
395 FORJ=0 TO MM-1 : rem 218
397 POKE1802-(4*J) , 30 : rem 82
400 GETH$ :rem 224
405 IFH$=""THEN400 : rem 216
407 IFH$="X"ANDZZ=1THEN100 : rem 36
410 IFH$="X"THENPRINTA$BSB5SPC(13)"PERCEN
TAGE: "rINT(Z/(ZZ-l}*100) :GOTO120
: rem 113
411 IF H5<>"0"AND VAL(H$)=0 THEN 400
:rem 34
412 FORO=1984TO2023:POKEO,32:NEXTO:rem 91
415 P=VAL(H$) :rem 199
420 V=V+(P*10tJ) :X=180I-{4*J) :GOSUB4B0:NE
XTJ : rem 86
450 IFM=VTHEN470 s rem 210
451 GOSUB 6600 : rem 230
452 FORI=1792T01943:POKEI,32!NEXTI;rera 84
456 IFTR=1THEN:GOTO460 : rem 126
458 TR=1:GOSUB1500:GOSUB770:GOTO39 3
:rem 159
460 M$=STR5CM) :rem 3
461 F0RI=1T025-MM:READA:NEXTI ; rem 99
462 F0R00=1T0MM : rem 204
464
465
470
471
480
485
500
525
555
585
595
600
610
620
633
640
645
660
670
680
690
700
720
740
755
760
770
780
785
960
970
980
990
1000
1010
1020
1030
1040
1050
1060
1070
P=VAL(MID5 (M$, (OO+l) , 1 ) ) trem 243
READX:GOSUB480:NEXTOO: RESTORE: rem 222
GOSUB1230:IFTR=0THENGOSUB2500:GOSUB75
5 :Z=Z+1:GOSUB6500 ; rem 154
GOSUB2225tGOTO301 : rem 238
IFP=0THENGOSUB720 : rem 48
ONPGOSUB 500, 52 5,555,585,610,633,660,
680, 700: RETURN : rem 254
FORI=0TO120STEP40 ; POKEX+I+1 , Y :NEXTI ; R
ETURN :rem 250
GOSUB990:GOSUB980:POKEX+80,Y:GOSUB970
: RETURN : rem 102
GOSUB990 :GOSUB980 : POKEX+82 , Y :GOSUB970
: RETURN : rem 107
POKEX,Y:POKEX+40, 160 : rem 193
FORI=80TO82:POKEI+X,Y:NEXTI : rem 1
FORI=lT02 : POKEX+I ,118; POKEX+40+I , 118 :
POKEX+1 20+1, 118: RETURN : rem 97
GOSUB990 :rem 185
POKEX+40 , Y : POKEX+41 , 98 : POKEX+42 , 98 : PO
KEX+82,Y:GOSUB9 70; RETURN : rem 95
GOSUB990 ;rera 190
POKEX+40 , Y : POKEX+41 , 98 : POKEX+42 , 98
: rem 18
POKEX+80 , Y : POKEX+82 , Y
GOSUB970 : RETURN
:rem 141
: rem 190
POKEX+82, 97 :POK
: rem 37
GOSUB990
POKEX+42 , Y ; POKEX+81 , Y
EX+ 1 2 1,Y: RETURN
GOSUB525 :rem 186
POKEX+40, Y: POKEX+82, Y: RETURN ; rem 47
GOSUB680; POKEX+80, 32: RETURN : rem 180
GOSUB680: POKEX+41, 32: RETURN : rem 179
FORI=1748T01763 : POKEI , 64 :NEXTI : RETURN
; rem 116
POKE1151,7:POKE1152,15:POKE1153,15:PO
KE1154,4:P0KE1155,33 : rem 223
POKEI 15 1,7: POKEI 152, 15:POKE1153, 15:PO
KE1154,4:P0KE1155, 33:RETURN : rem 245
POKEI 112, 20: POKEI 113, 18 : POKEI 114, 25
: rem 157
POKEll 51,1: POKEI 152, 7: POKEI 153,1: POKE
11 54, 9: POKEI 15 5, 14: POKEI 156, 33; rem 63
FORI=1TO250:NEXTI:RETURN : rem 88
FORI=0TO120STEP40:POKE I+X, 160 ;NEXTI :
RETURN ;rem 2 30
FORI=0TO2:POKEI+120+X,160:NEXTI:RETUR
N : rem 164
POKEX+40 , 98 : POKEX+41 , 98 : PDKEX+42 , 160 :
RETURN : rem 113
FORI=0TO2 : POKEX+I , 160 :NEXTI ; RETURN
I rem 232
PRINTA$B$B5SPC(11)"D0 YOU WISH TO;"
;rem 4
PRINTB5SPC(H)"1) PRACTICE TIMES TAB
LES" :rem 116
PRINTB$SPC(11)"2) RANDOM NUMBERS"
;rem 203
PRINT" {HOME} {7 DOWN) "B$SPC ( 11 ) "(ENTE
R 1 OR 2)";:INPUTT : rem 142
IFT<1ORT>2THEN1030 : rem 109
IFT=2THENGOTO190 : rem 26
PRINTA$B$B$SPC( 11) "ENTER TIMES TABLE
:rem 202
PRINT" {HOME} {3 DOWN} "B$SPC ( 11 )"( 1-14
) "; ;INPUTK:IFK<1ORK>14THEN1070
:rem 141
1090 S=0:R=14:GOTO263 : rem 198
1100 FORI=1064TO1224STEP40 : rem 6
1110 READA;READB : rem 184
1120 F0RJ=1T0B*2-1 : rem 2
92 COMPUni May 1984
'BEAT TO QUARTERS! RUN OUT THE
GUNS, AND CLEAR FOR ACTIONF'
These urgent commands of the 18th-
century captain are now yours to issue as
you re-enact legendary naval engagements
from the age of fighting sail
BROADSIDES" — a new game from
SSI — gives you non-stop naval action, as
fast and demanding as the histotical battles
it re-creates.
In this two- player/ solitaire simulation,
the ships will be rigged, manned, and armed
just like the real ships were, and will handle
in the wind just as real ships sailed.
For speed of play, the ARCADE game
lets you sail right into action. You set your
course, maneuver and fire broadsides as fast
as your crew can reload.
For authenticity and his-
torical detail, the TAC-
TICAL game puts you
on the quarter-deck. There, you'
make tlie decisions real captains had to
make: How much sail? What course for
best speed? Aim your guns for the
rigging or waterline? What range?
Load with solid shot or grape shot?
NOW ALSO ON 48K DISK FOR
When the ships move within grappling
range, your boarding parties and sharp-
shooters will decide the battle. As you
watch the fighting on your screen, you'll
give orders for your saber-wielding men to
thrust, counter-thrust or hack away.
If you want to design your own ships,
BROADSIDES lets you build frigates and
ships-of-thc-line from die keel up, rigging
them, manning them, and arming them
with everything from 12-pounders to hull-
smashing carronades.
The cnemy'i guns have been roiled out, his
sharpikooters are in his iop\ and he's almost
within range. The battle is about
to begin.
MBj
«k
y.Ji'A'h:f-^ll
V
■ lUEri roET
e,.« o..«
^^MCEB^
53
pk: ^
imn Il66trn*til imrt tt?Z I :
^^zyiPfeyg
GAMES FROM SSh
It there .ire no convenient stores near you. VISA & Mastercard hulJ- check tn: Strategic Simulations Inc, 883 Stierlin Ro.id, Bldg. A-20l>,
• can order direct by calling 800-227- 161 7, ext 335 (toll free). Moiint.im View, CA^>404V Please sfvcitS' computer tonnat and include
California, callSOO-772-^54i. ext. ^i>. To order bv rii.iil, send vonr S-.OO tt>r shipping & h.indlini;. iCilitomi-i residents, add6'/yrs;tlesrax.)
WRITE FOR A FREE COLOR CATALOG OF ALL OUR GAMES.
AR! isarcfiisTCTCil rTadomarkorAwn. liw. ' APPLE ts a rcfivsrcreJ rnidrmiirk ol Apple Computer Inc
ATARI isarcfiifiTCTCil rTadomarkolAwn, liic.
1130 POKE (I+A+J),102 :rem 46
1140 NEXTJiNEXTI: RESTORE; RETURN srem 137
1170 F0RI=1T021 :rem 109
1180 POKE (1267+1), 120 ;rem 77
1190 NEXTI :rem 83
1200 POKE1227,74 : rem 85
1210 RETURN :rem 164
12 30 FORI=1TO10:READA:NEXTI : rem 193
1232 FORI=1104TOlia4STEP 40 : rem 12
1234 FORJ=25T028 : rem 172
1235 READA : POKEI+J , A : NEXT J : NEXTI t RESTORE :
RETURN :rem 185
1260 F0RI=lTO3 :rem 61
1270 POKE1271+I,Y:POKE1230+I,Y: NEXTI
:rem 172
1300 F0RI=1T04 :reni 57
1310 P0KE1311+I,Y :rem 179
1320 POKE1320+I,Y : rem 180
1330 NEXTI: RETURN jrem 105
1500 FORI=1064 TO 1224STEP 40 : rem 10
1510 FORJ=25T028:POKEI+J, 32;NEXTJ!NEXTI :R
ETURN : rem 0
2000 FORI=55296T055615 srem 227
2001 P0KEI,5:NEXTI : rem 94
2003 POKE5 5442,6:FORI=55616T0562 56:POKEI,
1+Q:NEXTI; RETURN : rem 26
2225 FORI=1384TO2023 :POKEI , 32 :NEXTI :RETUR
N :rem 145
2500 POKE1212,202:RETURN : rem 150
2600 F0RI=1T024: POKELL+I , 0 :NEXTI : POKELL+5
, 240:POKELL+6, 72:POKEV, 72;RETURN
jrem 138
3000 IPLEN(F$)>2THEN3030 :rem 81
3015 P=VAL{MID$(F?,2,1)} : rem 254
3020 X=1396+W:GOSUB480 : rem 5
3025 RETURN ; rem 170
3030 P=VAL{MID$(F$,2,1)) : rem 251
3035 X=1392+W:GOSUB4a0 : rem 7
3040 P=VAL(MID$(F$,3,1)) : rem 253
3045 X=1396+V7:GOSUB 480 :rem 12
3050 RETURN : rem 168
5000 DATA 6,5,5,7,4,9,3,11,3,11,233,160,1
60,160,160,108,160,160 ; rem 244
5010 DATA 160,160,160,160,1793,1797,1801
: rem 186
6000 POKE1631,Y:POKE1670,Y:POKE1671,Y:POK
E1672,Y:POKE1711,Y : rem 52
6002 IFQ=2THENPOKE1631 , 32 ; P0KE1711 , 32
;rem 149
6003 RETURN : rem 169
6004 POKE16 30,Y:POKE1632,Y:POKE1671,Y:POK
E1710,Y:POKE1712,Y:RETURN ; rem 73
6500 POKE LL+4,33:POKELL+l,21;POKELL,31:F
ORI=1TO200 : NEXTI : POKELL+1 , 25 : POKELL ,
30 :rem 79
6510 FORI=1TO600 ; NEXTI : POKELL+4 , 32 : FORr=l
TO1000 : NEXTI : POKELL+4 , 8 : RETURN
srem 50
6600 POKE LL+4,33:POKELL+l, 10sPOKELL,143:
FORI = 1TO150«( : NEXTI : POKELL+4, 32
:rem 39
6610 FOR I=1TO1000: NEXTI: POKELL+4, 8 :RETUR
N ;rem 111
Program 3: Snertle For Atari
Refer to the "Automatic Proofreader" article before typing this
program in.
HE 90 DIM F*(4) ,ri« (3) :DPEN «1,4,0,"K:"
111100 GRAPHICS ITiSETCOLDR 0,12,10
KN110 POSITION 3,li? #6{ "*«SNERTLE««"
The final digit is just beginning to appear onscreen, Atari
version of "Snertle." Other versions similar.
HI 120
JG 130
JN 140
KH 150
EH 160
P« 170
DP 185
DA 187
PI 188
OP 190
Kn 200
BL 203
JA 205
IL 210
EG 21 1
ff 212
DC 215
Bi 220
HN 230
LO 240
HE 242
JE 244
JN 250
EN 251
11 25 2
16 253
QIC 263
NP 270
DD 275
DC 301
DK 305
3,4:7
3,7i?
3,9: ?
POSITION
POSITION
POSITION
ON"
POSITION
CAT I ON-
POSITION
RAM"
POSITION
,3 OR 4) "; :GET
Q>52 THEN 170
Q=Q-4a;C=14: IF
C = 99
IF Q=3 THEN
IF Q=4 THEN
GRAPHICS 17
ENTER LARGEST
? #6; "MIN. : 1
#6; "SELECT ONE: "
*A.;"1) ADDITION"
#6 J "2) SUBTRACT I
3,11:? «6;"3) MULTIPLI
3,13:7 #6; "4) END PROG
1,17s? « 6 ; " (
ENTER
#1 ,Qs IF Q<49
1,2
OR
0=1 OR a=2 THEN
1000
END
POSITION
VALUE"
MAX. : ";C;
0,3:
tt6:
»1,R:IF R<4a OR R>57 THEN 2
RR>S7) A
R>C
■ENTER SMALL
S>57
THEN 2
BET
03
? #6;R-48;
GET «1,RR:IF (RR<4a OR
ND (RR0155) THEN 210
IF RR=15S THEN 215
7 #6;RR-4B
IF RR=155 THEN RR=R:R=48
R=10» (R-48) +RR-4B; IF R< 1 OR
THEN PRINT #6: GOTO 200
POSITION 0, 14: 7 #6; '
EST VALUE"
7 #6; "MIN. : 0 MAX. : '
GET #1 , S: IF S<4B OR
42
? #6;S-4e;
GET «1,SS,:IF (SS<4a
ND (SS0155) THEN 250
IF SS=155 THEN SS=S:S=4a;
53
7 *6;SS-4B
S=10« <S-48) +55-48: IF S<0
THEN PRINT #6: GOTO 240
GRAPHICS 17:P0SITI0N 2,8:
ENTER X TO RETURN" : POSIT ION 6,1
0:? #6; "TO MENU":FOR 1=1 TO 500
iNEXT I:? "•CCLEAR>"
Z=0: 2Z=0:GRAPHICS 5:P0KE 752,1
G05UB 1100:GaSUB 1170sGOSUB 123
0
TR = 0t ZZ = ZZ + 1
L=INT(RND( 1) » (R-S+l> ) +S
OR SS>58) A
GOTO 2
OR S>R
«6;
94 COMPUTE! May 1984
Both tractor &
friction feed are
standard.
Mix & match more
than 40 st5tTware
selectable t>pe
styles.
Prints a crisp
origjna!, plusupto
three copies.
Bit image graphics
add to I,egend's
\ersatilit%:
Centronicsp^
interface standard;
RS232C optional.
matrix in two mcxicl.s:
80 & 100 cps.
""Newsciuare~ai»f
technolog\- Ibr
higher rest)lutlon
& near letter- quaiitj'
print (Model 800)"
in comjircssed
printing mode.
Features like these make our new dot matrix imi^iact
printer a Legend. While a low price' makes it a near
miracle! hiiagiiie, all this and more for less than 1350.
That puts you into our 80-cps Legend 800 model. And
if you're looking for something even faster, kx>k into
our 100 cps Legend 1000.
See them both at a dealer neiu.- \'Ou. Or drop us a
line t(^r fact.s by mail: CAI.-ABCO./ PERIPHERALS DMSION,
14722 Oxnard Street, Van Nuys, CA 91401. Telephone
( 818 ) 994 0909. T )11 free ' | mm^^ 1%^
1-800-321 4484.Telex 662436. ULiltkl ill
Dealer inquiries invited. peripheral PRODUCTS
TbU Free 1-800-321-4484
Lffii-iid is a rrjdtTOurk ol<lU..AHCO.
HJ310 IF Q=3 AND T = 49 THEN 320 DD 6 1 0 PLOT X-3,W:DRAWTO X-3,W + 4:PL0T
Of.3i5 K=INT (RND ( i ) * (R-S+1 ) ) +S X-1,W:PL0T X,W:PLOT X-2,W;DRAWT
CJ 320 F* = STR* (K) : W=15 O X-2,W + 4:PLOT X-1,W + 2:PL0T X-1
CD 325 IF K<L THEN W = 22 , W + 4
HJ 330 GOSUB 3000 HC 6 1 5 PLOT X , W + 2 : DR AWTCI X,W + 4:RETURN
JD 335 W = 22 SL 633 PLOT X,W:DRAWTO ):-3,W:PLDT X , W +
CI 337 IF K<L THEN W=15 1:DRAWTD X -3 , W + 4 : RETURN
PI 340 F« = STR«(L) DO 660 GOSUB 720:PLOT X-2,W + 2:PL0T X-1
KP 34 5 GOSUB 3000 , W + 2: RETURN
LL 346 ON Q BOSUB 6000,6002,6004 IL 680 PLOT X-3, W + 4 : DRAWTO X,W + 4;DRAWT
GB 350 IF Q=l THEN M=K+L D X,W:DRAWTQ X-3,W:DRAWTD X-3,W
AL 360 IF Q = 2 AND L<K THEN M = K-L +2
ft« 3 62 IF Q = 2 AND K<L THEN M = L-K CE 685 DRAWTD X- 1 , W + 2 : RETURN
61365 IF Q = 3 THEN li = K*L OD720 PLOT X,W:DRAWTO X , W + 4 : DRAWTO X-
PH 380 ? " <CLEAR> ": GOSUB 740:MM=1:IF M 3,W+4:DRAWT0 X-3,W:DRAWTO X,W:R
>9 THEN MM=2 ETURN
BF 385 IF M>99 THEN MM = 3 KL740 FOR 1=24 TO 42:PL0T I,28:NEXT I
6C 393 V = 0 : RETURN
W, 395 FOR J = 0 TD MM-1 6H755 ? " < 1 2 SPACES> GOOD ": RETURN
t:N 397 PLOT 40-J«6,30 Jt:770 ? " <. 1 0 SPACES>TRy AGA I N ": RETURN
6B 400 POKE 764,255:GET #1,P |;E1000 GRAPHICS 17:SETC:0LaR :,12,10:P
CJ401 IF (P<>88) AND (P<4B OR P:S7) T OSITION 2,2:? #6; "DO YOU WISH
HEN 400 TO: "
KM 407 IF P = B8 AND ZZ=1 THEN 100 JB 1 0 1 0 POSITION 2,5:? «6;"1) PRACTICE
DP 408 IF P = BB AND TR=1 THEN ZZ = ZZ + 1 T I MES " : POS I T I ON 2.6:? #6;"TAB
IK410 IF P = 88 THEN GRAPHICS 17:SETC0L LES"
DR 0,12,10:? #6;" PERCENTAGE=" FH1020 POSITION 2,8:? «6;"2> RANDOM N
; INT < Z/ (ZZ-1 ) «100) : GOTO 120 UMBERS"
EB415 P = P-4B:W = 30 Btll030 POSITION 2,10:? #6;"(ENTER 1 0
H>. 417 COLOR 0:PLOT 40- J »6 , 30 : COLOR 3 R 2 ) "
JH 420 V = V+INT ( (Pt 10'"J) +0. 1 ) : X = 40-6»J: I1L1040 GET #1,T:IF T<49 OR T>50 THEN
GOSUB 480:NEXT J 1040
HC 450 IF M = V THEN 470 BE 1050 IF T = 50 THEN 190
AI451 SOUND 2,200, 12, 12:FOR 1 = 1 TO 10
0:NEXT I:SDUND 2,0,0,0 ££1060 POSITION 2,12:? #6; "ENTER TIME
£« 4 52 COLOR 0:FOR Y = 30 TO 35:F0R 1=24 S TABLES";
TD 42:PL0T I,Y:NEXT I:NEXT Y:C Bl,1065 K = 0:P = 0:? #6;" (1-14) ";
DLOR 3 nK1070 SET #1,Z:IF {Z<48 OR Z>57> AND
IF TR=1 THEN 460 (Z0155) THEN 1070
TR=l:COLDR 0:GOSUB 1170:COLOR 3 I1H1073 IF Z = 155 THEN K=ZZ-48:G0TD 109
: GOSUB 770: GOTO 393 0
Mt = STR* (M) : IF MM = 3 THEN 462 110 1075 ? #6:Z-48;
FOR 1 = 1 TO 3-MM:READ A:NEXT I BE 1080 P=P+1:IF P=l AND Z0155 THEN K
FOR 00=1 TO MM = ( Z -48) * 1 0 : Z Z = Z : GOTO 1070
P = VAL (M* (00, DO) ) MH 1085 K = K+ ( Z -48 ) ; I F K>14 THEN ? «6:G
READ XsGOSUB 480:NEXT DO:RESTaR OTO 1065
E MS 1090 S = 0; R=14: GOTO 263
? ■' -ECLEARJ ": COLOR 2:G0SUB 1170: 6F1100 COLOR 2: A = 40 : B = 28 : FOR 1=0 TO 9
IF TR = 0 THEN GOSUB 2500:GaSUB 7 HE 1 1 1 0 IF I/2=INT(I/2) THEN A = A + 2:B = B
55: Z=Z+1 : GOSUB 6500 -2
AL 456
HH 4 58
KB 460
CP 461
HH 462
!J 464
NO 465
nc 470
FF 471
BK 480
fP 485
MS
1090
6F
1 100
HE
1110
DN
1 120
NF
1 130
IH
1170
GOSUB 2225:P0KE 198,0:GOTD 301 DN 1 1 20 PLOT B,I:DRAWTO A,I:NEXT I
COLOR liIF P = 0 THEN GOSUB 720 NF1130 PLOT B,I:RETURN
ON P GOSUB 500,525,530,555,585, IH1170 FDR 1=51 TO 55:PL0T I,2;NEXT I
610, 633,660, 680:RETURN : FOR 1=50 TO 55:PL0T I,3:NEXT
BD 500 PLOT X,W:DRAWTD X,W + 4;PLOT X-1, I
W:DRAWTO X- 1 , W + 4 : RETURN CE1180 FDR 1=4 TO 7:F0R J = 49 TO 55:PL
flO 525 PLOT X,W:DRAWTD X-3,W:PLDT X-1, OT J,I:NEXT J:NEXT I
W+l:PLaT X,W + lsPLOT X,W + 2:DRAWT NF1190 COLOR 0:PLOT 54,3:RETURN
a X-3,W + 2 DI 1230 COLOR 2:Y = 24:F0R X = Y TO Y + 3:PL
PJ 527 PLOT X-3,W + 3:PL0T X-2,W + 3:PLDT OT X,10:DRAWTO X,13:NeXT X
X-3, W + 4: DRAWTD X,W + 4:RETURN £(11240 Y = 40:FDR X = Y TO Y + 3:PLDT X,10:
LI>530 PLOT X,W:DRAWTO X,W + 4:PL0T X-1, DRAWTO X,13:NEXT X
W:DRAWTO X-1,W + 4;PL0T X-3,W:PL0 Ft: 1250 PLOT 2B,12:PL0T 2B,13:PLDT 29,
T X-2,W 12:PLOT 29,13
LP 540 PLOT X-3,W + 2:PL0T X-2,W + 2:PL0T EN 1260 PLOT 44,12:PL0T 44,13:PL0T 45,
X-3,W+4:PL0T X-2, W+4 : RETURN 12:PL0T 45,13:RETURN
EI 555 PLOT X-3,W:DRAWTG X-3,W + 2:PL0T JJ 2225 COLOR 0:FQR Y=15 TD 35:FOR 1 = 2
X-1 , W+1 :DRAWTO X-1,W+4:PL0T X,W 4 TO 42:PLaT I,Y:NEXT I:NEXT Y
+2:PL0T X-2, W+2: RETURN : COLOR 3:RETURN
KO 585 PLOT X-3,W:DRAWTG X,W:PLOT X-3, BE 2500 COLOR 0:PLaT 54,7:PL0T 53,6:C0
W+2:DRAWTQ X,W+2:PL0T X-3,W+4:D LDR 3:RETURN
RAWTO X,W + 4 Ffl 3000 IF LEN<F«)>1 THEN 3030
FP 590 PLOT X-3,W+1:PL0T X-2,W+l:PLaT ND3015 P = VAL ( FS ( 1 , 1 ) )
X-l,W + 3:PLOT X,W + 3;RETURN BE 3020 X = 40:GDSUB 480
96 COMPUTE! May 1984
Looks like a Ferrari.
Drives like a Rolls.
Parks like a Beetle.
Ask your computer dealer
to take the cover off a world-class disk drive.
The all new, 1984lndusGT.™
The most advanced, most handsome disk
drive in the world.
A flick of its power switch can turn an Atari
into a Ferrari.
Or an Apple into a Red Hot Apple.
Looks like a Ferrari.
The Indus GT is only 2.65" high. But under its
front-loading front end is slimline engineering
with a distinctive European-Gran flair.
Touch its LED-litCommandPost™ function
control AccuTouch™ buttons. Marvel at how
responsive it makes every Atari or Apple home
computer.
Drives like a Rolls.
Nestled into its soundproofed chassis is the
quietest and most powerful disk drive power sys-
tem money can buy. At top speed, ifs virtually
unbearable. Whisper quiet.
Flat out, the GT will drive your Atari track-to-
track 0-39 in less than one second. Increasing
data transfer 400% . (Faster than any other drive.
And as fast as any Apple disk drive.)
And each GT comes with the exclusive
CT DrivingSystem™ of software programs.*
World-class word processing is a breeze with
the CT Estate Word Processor!'^ And your dealer
will describe the two additional programs that
allow CT owners to accelerate their computer
drivinS skills, 'included as slandard equipment.
Also, the 1984 Indus GT is covered with the
GT PortaCase™ A stylish case that conveniently
doubles as a 80-disk storage file.
Parks like a Beetle.
TheGT's small, sleek, condensed size makes it
easy to park.
And its low price makes it easy to buy.
$449 for Atari. $329 for Apple.
So see and test drive the incredible new 1984
Indus CT at your nearest
computer dealer soon.
The drive will be
well worth it.
INDUS
The all-new 1984 Indus GT Disk Drive.
The most advanced, most handsome disk drive in the world.
Fordealerinformatjon.call l-BCX)-33-INDUS- In California, 1-aO0-34-INDUS, 213/882-9600.
© 1983 Indus Syslems, 9304 Dcering Avenue, Chateworlh. CA 91311. The lndu5CT ts a product of Indus Systems. Atari isa regislered trat(emarfc of Atari, Inc. Apple isa
registered trademark ot Apple Computer, Inc.
U. 30 25
NA 3030
BK 3035
ND 3040
fiL 3045
KI 3050
JO i>000
CE 6002
PD 6004
30 6500
DJ 6510
GP 8000
RETURN
P = VAL (F* ( 1 , I ) )
X=34:GDSUB 480
P = VAL JF* (2,2) )
X=40;GDSUB 480
RETURN
PLOT 27,24:DRAWTD
6,25:DRAWTD 28,25:
PLOT 26,25:DRAWTQ
27,26:PL0T 2
RETURN
28, 25: RETURN
PLOT 26,24:PL0T 28,24:PLDT 27,
25:PL0T 26,26:PLaT 28,26:RETUR
M
SOUND 2, 150, 10, 10: FDR 1=1 TO 5
0:NEXT I:BaUND 2 , 1 25, 10 , 1 2 : FOR
1=1 TO 50:NEXT I : SOUND 2,0,0,
0: RETURN
REM SOUND
DATA 28,34,40
Program 4: Snertle For TI-99/4A
100 GOTO 150
110 FOR 1=1 TO LEN<H»)
120 CALL HCHAR4ROW, CGL+I , ASC<SE6« <H
«, I, 1 ) > )
130 NEXT I
140 RETURN
150 GOSUB 2710
160 CALL CLEAR
170 CALL SCREEN<12)
180 PRINT TAB(5);"«« SNERTLE
190 PRINT "SELECT
200 PRINT TAB (3) ; '
210 PRINT TABC3) ; '
220 PRINT TAB(3> ; '
ONE: '■: :
1) ADDITION"::
2) SUBTRACTION" : :
3) MULTIPLICATION
230 PRINT TAB<3);"4) END PROSRAM'
240 PRINT "(ENTER 1, 2, 3,
250 CALL KEY<0,Q,ST)
260 IF ST=0 THEN 250
270 Q-Q-4a
280 IF (Q>4) +tQ< 1 ) THEN 250
290 KOL=Q
300 IF Q02 THEN 320
310 KOL=10
320 CALL COLOR C 1 1 , KOL+4, 1 )
OR 4)
"Snertle," Tl version.
98 COMPlTrt! Moy1984
330 C=14
340 IF (QOl ) * (Q< >2) THEN 360
350 C=99
360 IF Q=3 THEN 2210
370 IF Q=4 THEN 3100
380 CALL CLEAR
390 CALL SCREEN(4)
400 PRINT TAB (4> ; "ENTER LARGEST VAL
UE: " : :
410 PRINT " (LOWEST :1 HIGHEST: ";C
, ' - -
420 INPUT R
430 IF (R< 1 > + (R>C) THEN 420
440 PRINT ;;
450 PRINT TAB (4> ; "ENTER SMALLEST VA
LUE" : :
460 PRINT " (LOWEST :0 HIGHEST: ";R
, ; . .
470 INPUT S
480 IF (S<0) + (S>R) THEN 470
490 CALL CLEAR
500 CALL SCREEN(10)
510 PRINT "PRESS 'X' TO RETURN TO M
ENU" ::::::::::::
520 FOR 1=1 TO 400
530 NEXT I
540 CALL CLEAR
550 CALL SCREEN(12)
560 Z=0
570 ZZ=0
580 GOSUB 2410
590 GOSUB 2510
600 GOSUB 2580
610 TR=0
620 ZZ=ZZ+1
630 RANDOMIZE
640 L= INT (RND» (R-S+ 1 ) ) +S
650 IF (D=3) « (T=i ) THEN 670
660 K=INT (RND* (R-S+1 ) > +S
670 F«=STR«(K)
680 Y=9
690 W=15
700 IF K>=L THEN 720
710 Y=14
720 GOSUB 2840
730 Y=14
740 IF L<=K THEN 760
750 Y=9
760 F*=STR* (L)
770 GOSUB 2840
780 ON Q GOSUB 2960,2960,3040
790 IF Q<>1 THEN 810
800 M=K+L
810 IF (Q02) + (K<L) THEN 830
820 M=K-L
830 IF (Q< >2) + (K>=L) THEN 850
840 M=L-K
850 IF Q03 THEN 870
860 M=K*L
870 CALL HCHAR(1B,9, 104, 14)
880 MM=1
890 IF M<=9 THEN 910
900 MM=2
910 IF M<=99 THEN 930
920 MM=3
930 V=0
940 GOSUB 2410
950 FOR J=0 TO MM-1
960 CALL HCHAR (22, 20-4*J , 94>
970 CALL KEY(0,K1,ST)
980 IF ST=0 THEN 970
®
Recognized as the authoritative source for micro users!
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More programs, projects, ways to use your micro
for home, hobby, education, and business!
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; CDETIPLJTER
fc
Using Bnii
Programniins
IheVIC-aO.
Ineladins
Ready-to-Ron
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1
Making ]
CP/IW-80
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1764
List S16,95
Free guide to
BASIC Statements
& Commands
1479
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E
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1650
1660
F < (KK48) + (Kl >57) ) » (KlOSa) TH
N 970
IF (K1=B8) » (ZZ=I ) THEN 4 60
IF KIOBS THEN 1060
CALL CLEAR
PRINT TAB<3) ; "PERCENTABE : " ; I N
T (Z/ (ZZ-1 ) »100)
PR INT : : : :
GOTO 190
CALL HCHAR (22, 20-4»J, 32)
P=Kl-4a
V = V+ (P»10'-J >
X=19-4*J
Y = 20
GOSUB 1430
NEXT J
IF M=V THEN 1310
CALL SOUND <300, 1 10, 2)
FOR 1=20 TO 24
CALL HCHAR < I , 1 , 32, 30)
NEXT I
IF TR=i THEN 1230
TR=1
GOSUB 2660
GOSUB 2010
GOTO 930
M«=STR* (M>
FOR 00=1 TO MM
P=VAL (SEG* (M*, 00, 1 ) )
X=19- (MM-OO) t4
GOSUB 1430
NEXT OG
FOR T=l TO 400
NEXT T
GOSUB 2510
IF TRO0 THEN 1390
CALL HCHAR (5, 23, 136)
60SUB 1950
Z = Z + 1
CALL SOUND <200, 196, 2)
CALL SOUND (200 , 262, 2)
CALL SOUND (200, 294, 2)
FOR 1=9 TO 24
CALL HCHAR ( I , 2, 32, 30)
NEXT I
GOTO 610
IF PO0 THEN 1460
GOSUB 1920
RETURN
ON P GOSUB 1480,1500.1550,1600
, 1650, 17 10, 179 0, 1SS0, 1890
RETURN
CALL VCHAR ( Y, X+1 , 1 15, 4)
RETURN
GOSUB 2190
GOSUB 2160
CALL HCHAR(Y+2, X, 115)
GOSUB 2140
RETURN
GOSUB 2190
GOSUB 2160
CALL HCHAR CY+2, X+2, 1 15)
GOSUB 2140
RETURN
CALL VCHAR (Y, X, 1 15, 2)
CALL HCHAR (Y + 2, X, 1 IS, 3)
CALL HCHAR (Y+1 , X+i , 1 14)
CALL HCHAR (Y+3, X+1, 1 14)
RETURN
GOSUB 2190
CALL HCHAR (Y-t-1 , X, 115)
1670
CALL HCHAR (Y+1 , X + 1 , 1 12, 2)
16Q0
CALL HCHAR (Y+2, X+2, 1 15)
1690
GOSUB 2140
1700
RETURN
1710
60SUB 2190
1720
CALL HCHAR <Y+2, X+2, 1 15)
1730
CALL HCHAR (Y+1 , X, 1 15)
1740
CALL HCHAR (Y+1 , X+1 , 1 12, 2>
1750
CALL HCHAR (Y+2, X, 1 15)
1760
CALL HCHAR(Y+2, X+2, 1 15)
1770
GOSUB 2140
1780
RETURN
1790
GOSUB 2190
1300
CALL HCHAR(Y+1 , X+2, 1 15)
1810
CALL HCHAR (Y+2, X+1 , 1 15)
1820
CALL HCHAR(Y+2, X+2, 1 13)
1830
CALL HCHAR (Y+3, X+1 , 1 15)
1840
RETURN
1850
GOSUB 1500
1860
CALL HCHAR (Y+1 , X, 1 15>
1870
CALL HCHAR (Y+2, X+2, 1 15)
1880
RETURN
1890
GOSUB 1850
1900
CALL HCHAR (Y+2, X, 32)
1910
RETURN
1920
GDSUB 1850
1930
CALL HCHAR (Y+1 , X+1 , 32)
1940
RETURN
1950
H*="GOOD I "
1960
ROW = 3
1970
CaL=12
1980
GOSUB 110
1990
RETURN
2000
REM CORRECT
2010
H*="TRY"
2020
RDW = 2
2030
C0L=13
2040
GOSUB 110
2050
H*=" AGAIN"
2060
Raw = 3
2070
caL=12
2080
GOSUB 110
2090
FOR 1=1 TO 200
2100
NEXT I
2110
RETURN
2120
CALL VCHAR (Y, X, 1 15, 4)
2130
RETURN
2140
CALL HCHAR(Y+3, X, 1 15, 3)
2150
RETURN
2 160
CALL HCHAR(Y+1 , X, 112,2)
2170
CALL HCHAR (Y+1 , X+2, 1 15)
2180
RETURN
2190
CALL HCHAR ( Y, X, 1 15, 3)
2200
RETURN
2210
CALL CLEAR
2220
CALL SCREEN(4)
2230
PRINT "DO YOU WISH TO PRACTICE
2240
PRINT TAB(3);"1) TIMES TABLES,
OR" : :
2250
PRINT TAB(3);"2) RANDOM NUMBER
S ?":::::::::
2260
PRINT TABC5) ;" (ENTER 1 OR 2>"
2270
CALL KEY(0,K1,ST)
2280
IF ST=0 THEN 2270
2290
IF (K1049) « (K1O50) THEN 2270
2300
T=Kl-48
2310
IF T=2 THEN 380
2320
CALL CLEAR
2330
PRINT TAB (6) : "ENTER TIMES TABL
E" : :
100 COMPUTE! May 1984
2340 PRINT TAB(i)
(ENTER 1 TO 14)
2350 INPUT K
2360 IF (K< 1 ) + (K>14) THEN 2350
2370 S=0
2380 R=14
2390 GOTO 490
2400 REM DRAW THE SHELL
2410 R5=5
2420 CQL=13
2430 FOR 1=1 TO 4
2440 CALL HCHAR ( I , COL, 96, R5)
2450 R5=R5+2
2460 COL=COL~l
2470 NEXT I
2480 CALL HCHAR (5, 9, 96. 12)
2490 RETURN
2500 REM DRAW THE HEAD
2510 CALL HCHAR <3, 21 , 97)
2520 CALL HCHAR < 3, 22, 96, 2 )
2530 CALL HCHAR ( 4 , 21 , 96, 3)
2540 CALL HCHAR (4, 22, 128)
2550 CALL HCHAR<5, 21 , 96, 3)
2560 RETURN
2570 REM DRAW THE FEET AND TAIL
2580 FOR 1=1 TO 8
2590 READ R5,C
2600 CALL HCHAR (R5, C, 96)
2610 NEXT I
2620 RESTORE
2630 DATA 6,9,6,12,6,18,7,12,7,13,7
, 18, 7, 19,5, 22
2640 RETURN
2650 REM ERASE THE HEAD
2660 FOR 1=3 TO 5
2670 CALL HCHAR ( I , 21 , 32, 3)
2680 NEXT I
2690 RETURN
2700 REM DEFINE CHARS & COLORS
2710 CALL CHAR(96, "FFFFFFFFFFFFFFFF
" )
2720 CALL CHAR (97, ■'0103070F1F3F7FFF 26
2730
2740
2750
" )
CALL CHAR ( 104, "000000FFFF00000
0" )
CALL CHAR ( 128, ■■000000000F0F0F0
F" )
CALL CHAR ( 136, "3030180C0703000
0" )
2760 CALL COLDR(9,3,l)
2770 CALL COLOR ( 13, 6, 16)
2780 CALL COLOR ( 14, 14, 3)
2790 CALL CHAR ( 1 12, "00000000FFFFFFF
F" )
2800 CALL CHAR ( 1 13, "F0F0F0F0F0F0F0F
0" )
2810 CALL CHAR ( 1 14, "070707070707070
7" )
2820 CALL CHARd IS, "FFFFFFFFFFFFFFF
F" )
2830 RETURN
2840 IF LEN(F*)=2 THEN 2890
2850 P = VAL <SE6* (F*, 1 , 1 ) )
2860 X=W+4
2870 60SUB 1430
2880 RETURN
2890 P=VAL tSEG* (F*. 1 , 1 ) )
2900 X=W
2910 GOSUB 1430
2920 P = VAL (SEG« (F$, 2, 1 ) )
2930 X=W+4
2940 GOSUB 1430
1 1
1 1
115,
1 IS)
52)
>2)
2950 RETURN
2960 CALL VCHAR(14,11,
2970 CALL HCHAR(15,10,
2980 CALL HCHAR(15, 12, 1 15)
2990 IF Q=2 THEN 3010
3000 RETURN
3010 CALL HCHAR(14
3020 CALL HCHAR (16
3030 RETURN
3040 CALL HCHAR (14
3050 CALL HCHAR(14,
3060 CALL HCHARdS,
3070 CALL HCHAR(16
3080 CALL HCHAR(16,
3090 RETURN
3100 END
3)
9.
u
1 15)
115)
10,115)
9, 1 15)
11,115)
Program 5: Snertle For The Color Computer
100
110
120
130
140
150
15S
160
185
187
188
190
200
240
270
275
301
305
310
315
320
325
330
335
340
345
346
350
355
360
380
385
390
393
395
397
399
400
40S
410
CLS ( 1 ) :
PRINT37
PR INT5>1
PRINT32
PR INTTA
PRINTTA
PRINTTA
PRINTTA
" ; : INPU
0
C=14: IF
IF Q = 3
IF Q = 4
CLS < 1 )
VALUE"
PRINTTA
) " ; : INF
00
PRINTSl
B*=CHR« (32)
4 , " **SNERTLE« » "
38, "SELECT 1 "
02, " 1) ADDITION"
B(10)"2) SUBTRACTION"
B(10)"3) MULTIPLICATION"
B ( 10) "4 ) END"
B ( 10) " (ENTER 1,2,3 OR 4)
TQ:IF Q>4 OR Q< 1 THEN 16
Q=l OR 0=2 THEN C=99
THEN 1000
THEN END
PRINT337, "ENTER LARGEST
B ( 5 ) " ( M I N .
UTR; IF R< 1
1
OR
MAX. : " ; C; "
R>C THEN 2
33, "ENTER SMALLEST VALUE
PRINTTAB <5) " (MIN. : 0 MAX. : " ; R; "
)";: INPUTS: IF S<0 OR S>R THEN 2
40
CLS: PRINT3227, "PRESS C TO RETUR
N TO MENU" : : FORI=1TO750: NEXTI : C
LS (0)
Z=0: ZZ=0
SOSUB 1100:GOSUB 1 1 70 : GOSUB 1 230
TR=0: ZZ=Z2+1
L=INT(RND(R-S)+S)
IF Q=3ANDT=1THEN320
K=INT (RND (R~S) +S)
F*=STR4 (K) ; W=0
IF K<L AND Q=2 THEN TR=0:GaTO3
05
W=0: GOSUB3000
W = 64
F*=STR« (L)
W=96: GOSUB 3000
ON Q GOSUB 6000,6000,6004
IF Q=l THEN M=K+L
IF Q=2 THEN M=K-L
IF Q=3 THEN M=K«L
MM=1:IF M>9 THEN MM=2
IF M>99 THEN MM=3
GOSUB 740
V=0:GOSUB 1100
FOR J=0 TO MM-1
POKE 1466- (4«J ) , 94
HHt=INKEY*
H*=INKEY*
IF H*=""THEN 400
IF H«="X" AND ZZ=1 THEN 100
May 1984 COMPUn! 101
411 IF H»="X" THEN CLS ( 1) s PR I NT36a ,
"YOUR PERCENTAGE IS ";INT<Z/<ZZ
-1 ) »100> ; GDTai20
413 IF H*<>"0" AND VAL(H«)=0 THEN 4
00
415 P=yAL<H*)
420 V = V+<P*10'-J):X = 1466-(4«J>: GOSUB
480: NEXTJ
450 IF INT (M) =INT (V) THEN 470
451 SOUND 80, 6: FORI=1TD20: NEXTI : SOU
NO 80, 6: FORI=1TO20: NEXTI : SOUND6
0,12
452 FOR 1 = 1439 TO 1 535 : POKE I , 1 28 ; NE
XT I
456 IF TR=1 THEN 460
458 TR=1:GDSUB i500:GOSUB 770: GDT03
93
460 M*=STR«(M)
461 F0RI = 1 TO 1 1-MM: READA: NEXTI
462 FOR 00=1 TO MM
464 P=VAL (MIDS <M*, (OD+1 ) , 1 ) )
465 READX:GOSUB 480:NEXT 00:RESTORE
470 GOSUB1170;IF TR=0THEN GOSUB 250
0: GOSUB 755: Z=Z+1 : GOSUB 6500
471 GOSUB 2225:GOTO301
480 IF P=0 THEN 720
485 ON P GOSUB 500,525,555,585,6 10,
633, 660, 680, 700: RETURN
500 POKEX, 143:P0KEX+32, 143:P0KEX+64
,140: RETURN
52 5 POKEX , 140:POKEX+1, 143: POKEX +3 3,
140: POKEX +32, 143: POKEX +64, 140: P
aKEX+65, 140
530 RETURN
555 POKEX , 140: POKEX +32, 140: POKEX +64
, 140:PDKEX+65, 140
560 POKE X+1 , 143: POKEX+33, 143! RETUR
N
585 POKEX, 13B:P0KEX+32, 140:PaKEX+l,
130: POKEX+33, 142
590 POKEX +64, 128: POKEX +65, 136: RETUR
N
610 POKEX, 143:POKEX+32, 140:PDKEX+64
, 140
615 POKEX+1 , 140: POKEX+33, 143: POKEX+
65, 140: RETURN
633 POKEX, 143: POKEX +32, 143: POKEX +64
, 140: POKEX+1 , 1 40
635 POKE X+33, 141 -. POKEX + 65, 140: RETU
RN
660 POKE X , 140: PDKEX+32, 129: POKEX+6
4, 132
670 POKEX+65, 128:P0KE X+ 1 , 1 4 1 : POKEX
+33, 138: RETURN
680 POKEX, 142: PDKEX+32, 142: POKEX +64
,140: POKEX+65, 140
685 POKEX + 1 , 14 1 : POKEX+33, 141 : RETURN
700 POKEX, 142: POKEX +32, 140: POKEX +64
, 140
710 POKEX+l , 14 1 : POKEX+33, 14 1;P0KEX+
65, 140: RETURN
7 20 POKEX, 142: POKEX + 1, 1 4 1 : POKEX + 32 ,
138: POKEX+33, 133
7 25 POKEX +64, 1 40: POKEX +65, 140: RETUR
N
740 FDRI = 1392 TO 1 404 : POKE I , 1 3 1 : NEX
TI : RETURN
735 PRINTai03, "GOOD"; : FOR I = 1 TO500 : N
EXTI : RETURN
770 PRINT©72, "TRY"; : PR I NTS 103, "ABA I
N";:FOR 1 = 1 TO 500 ; NEXT I : RETURN
"Siierik," Color Conipuiev version.
1000
CLS < 1 ) :PRINT©66, "DO YOU WISH T
0: "
PRINT3130, " 1 ) PRACTICE TIMES T
1010
ABLES"
1020
PRINTSI62, "2) RANDOM NUMBERS"
1030
PRINT3224, " (ENTER 1 OR 2)";; IN
PUTT: IF T< 1 OR T >2 THEN 1030
1050
IF T=2 THEN 1090
1060
CLS ( 1 }: PRINTa66, "ENTER TIMES T
ABLE"
1070
PRINTS)100, " C 1-14> "; : INPUT K: IF
K< 1 OR K>14 THEN 1070
1090 S=0: R=14: GOTO 263
1100 FOR 1=1056 TO 1152 STEP 32
1110 READ A,B
1120 FOR J=1TQB
1130 POKEI+J+A, 143
1140 NEXTJ: NEXTI iRESTQRE: RETURN
1170 POKE 1 169, 140: POKE! 167, 140
El 168, 140
1180 POKE 1 103, 129: POKEl 104, 131
El 105, 130
1190 POKEl 135, 143: POKEl 136, 142:
1 137, 143: RETURN
1230 POKE 1 196, 143: POKEl 197, 143
El 189, 143: POKEl 190, 143
1240 POKE 1228, 140: P0KE1229, 140
Ei230, 140: P0KE1221 , 140:POK
2, 140: POKE 12 23, 140: RETURN
1500 FORI=1103 TO 1167 STEP 32:
J=0 TO 3:POKE I+J,12a:NEXT
XTI:POKE 1 167, 143: RETURN
2225 FDR 1=1140 TO 1236 STEP 32
2230 FOR J=l TO 1 1 : POKE J + I , 1 28 :
J:NEXTI:FOR 1=1260 TO 1535
P 32
2235 FOR J=l TO 16:P0KE J+I,12a
TJ : NEXTI iRETURN
2500 POKE 1 1 67, 139: RETURN
3000 IF LEN(F«)>2 THEN 3030
3015 P=VAL (MID« (F*, 2, 1 ) )
3020 X=1210+W: GOSUB4a0
3025 RETURN
3030 P = VA1_ <MID* <F« , 2, 1 ) )
3035 X=1206+W: GOSUB4a0
3040 p=VAL CMID* (F« , 3, 1 ) )
3045 X=121 0+W: GOSUB480
3050 RETURN
5000 DATA 5,7,4,9,3,11,2,13
62, 1466
; POK
: POK
POKE
: POK
: POK
E122
FOR
J:NE
NEXT
STE
: NEX
1458, 14
102 COMPUTE! Mav1V84
6000 POKE 1298, 143: PDKE1330, 143; POK
E 13i2, 140: POKE 1 33 1 , 1 40 : POKE 1
329, 140
6001 IF Q = 2 THEN POKE 1 298 , 1 28 : POKE
1330, 140: POKE 1362, 128
6003 RETURN
6004 POKE 1297, 131 : PDKE1299, 131 : POK
El 330, 140: POKE 1329, 131 : PDKE133
1,131; RETURN
6500 SOUND 100, 7: SDUND130, 10
6510 RETURN
Program 6: Snertle For Apple
110 TEXT ! HOME t VTAB 2s HTAB 15: PRINT
"»tSNERTLE»t"; VTAB 5
120 PRINT s VTAB 5; HTAB 10S PRINT "SE
LECT ONES "
130 PRINT : PRINT ; HTAB 10; PRINT " 1 )
ADDITION"
140 PRINT : HTAB 10: PRINT "2) SUBTRAC
TION"
150 PRINT i HTAB 10; PRINT "3) MULTIPL
I CAT I ON"
155 PRINT s HTAB 10; PRINT "4) END PRO
GRAM"
160 PRINT ; PRINT : HTAB 10; PRINT " <E
NTER 1,2,3 DR 4) ";: INPUT Qe IF Q
< 1 OR Q > 4 THEN 160
185 C = 14; IF D = 1 OR Q = 2 THEN C =
99
187 IF Q = 3 THEN 1000
188 IF Q = 4 THEN END
190 HOME : VTAB 3i HTAB 10: PRINT "ENT
ER LARGEST VALUE"
200 HTAB 10; PRINT " <MIN. : 1 MAX.;";C;
")";: INPUT R: IF R < 1 OR R > C THEN
200
230 HTAB 10: VTAB 10: PRINT "ENTER SMA
LLEST VALUE"
240 HTAB 10! PRINT "<MIN.:0 MAX.;";R;
")";: INPUT S: IF S < 0 OR S > R THEN
240
263 HOME : VTAB 10: HTAB 7: PRINT "TYP
e ";: INVERSE : PRINT "X";: NORMAL
s PRINT " TO RETURN TO THE MENU"
265 FOR I = 1 TO 2000: NEXT 1: HOME
270 Z = 0:ZZ = 0: GR
275 GOSUB 1100; COLDR= 12: GOSUB 1170:
GOSUB 1230
301 TR = 0:ZZ = ZZ + 1
305 L = INT < RND (l)t<R-B+l))+
5
310 IF Q ■ 3 AND T = 1 THEN 320
315 K = INT ( RND <1> t (R - S +1) ) +
S
320 F« = STR* <K>:W = 0
325 IF K < L AND Q = 2 THEN 305
330 W = 0; GOSUB 3000
340 F4 = STRS (L)
345 W = 6s GOSUB 3000
346 ON Q GOSUB 6000,6000,6004
350 IF Q = 1 THEN M = K + L
355 IF Q = 2 THEN M = K - L
365 IF Q = 3 THEN M = K * L
380 GOSUB 740:MM =1: IF M > 9 THEN MM
= 2
385 IF M > 99 THEN MM = 3
393 V = 0: COLOR= 12: GOSUB 1170
395 FOR J = 0 TO MM - 1
397 COLOR= 1: PLOT 21 - (5 * J), 34
399 POKE - 16368,0
400 H* = H = PEEK ( - 163B4) - 128:
IF H > 0 THEN H» = CHR* (H>
"Snertle r" A}yplc version.
407
410
412
415
420
450
451
452
456
458
460
461
462
464
465
467
470
471
480
485
500
525
530
555
560
585
THEN POKE
HOME : HTAB
INT <Z /
16368,0
X = 21
GOTO
IF HS = "X" AND ZZ = 1
- 16368,0: GOTO 110
IF H» = "X" THEN TEXT
15: PRINT " PERCENT A6E=
(ZZ - 1) » 100): POKE
120
IF H < 48 OR H > 57 THEN 400
P = VAL (H«)
V = V + (P » 10 ^ J) ;W = 14
(5 * J)s GOSUB 480: NEXT J
IF M = V THEN 470
FOR I = 1 TO 40: FOR J = 1 TO 2s NEXT
J;L = PEEK ( - 16336): NEXT I
CQLOR= 0: FOR I = 33 TO 38; HLIN 7
,34 AT I; NEXT I: COLOR= 1
IF TR = 1 THEN 460
TR = 1; COLOR= 0: GOSUB 1170: GOSUB
770; V = 0; GOTO 395
M* = STR* (M)
IF MM < 3 THEN FOR I
M: READ X; NEXT I
FOR 00 = 1 TO MM
P = VAL ( MID* «M*,00, 1))
READ X: GOSUB 480: NEXT OO
I TO 3 - M
RESTORE
FOR I = 1 TO 900; NEXT
COLOR= 12; GOSUB 1170: IF TR = 0 THEN
GOSUB 25001 GOSUB 755 i Z ° Z + 1: GOSUB
6500: HOME
QOSUe 2225: GOTO 301
COLOR= Is IF P = 0 THEN GOSUB 720
ON P GOSUB 500,525,555,585,610,633
,660,680,700: RETURN
VLIN 20 + W,24 + W AT X: VLIN 20 +
W,24 + W AT X + 1; RETURN
HLIN X,X + 3 AT 20 + W: PLOT X +
,21 + W: PLOT X + 3,21 + W: HLIN
, X + 3 AT 22 + W
VLIN 23 + W,24 + W AT X:
W,24 + W AT X + 1:
W: PLOT X + 3,24 -
VLIN 20 + W,24 + W AT X + 2: PLOT
X,20 + W: PLOT X,22 + Ws PLOT X,24
+ W
PLOT X -t- 1,20 + W; PLOT X + 1,22 +
W; PLOT X + 1,24 + W; RETURN
VLIN 20 + W,22 + W AT X: PLOT X +
1,22 + W: VLIN 20 + W,24 + W AT X +
2s PLOT X + 3,22 + W; RETURN
VLIN 23
PLOT X +2,24
M: RETURN
2
X
+
+
May1<?84 COMPUTE! 103
PRINT "i> PRACTIC
PRINT "2) PRACTIC
610 HLIN X,X + 3 AT 20 + Wt HLIN X,X +
3 AT 22 + W: HLIN X,X + 3 AT 24 +
W: PLOT X + 2.23 + W: PLOT X + 3,2
3 + W
615 PLOT X,21 + W: PLOT X + 1,21 + W: RETU
RN
633 VLIN 20 + W,24 + W AT Xi VLIN 20 +
W,24 + W AT X + 1; VLIN 22 + W,24 +
W AT X + 3: HLIN X + 2,X + 3 AT 20
+ W
635 PLOT X + 2,22 + W: PLOT X + 2,24 +
M: RETURN
660 HLIN X + 1,X + 3 AT 20 + W: PLOT X
+ 3,21 ■*- W: PLOT X + 2,22 + W
665 VLIN 23 + W,24 + W AT X + 1: RETURN
680 BDSUB 720: HLIN X + 1,X + 2 AT 22 +
W: RETURN
700 HLIN X,X + 3 AT 20 + W: HLIN X,X +
3 AT 22 + W: HLIN X,X + 3 AT 24 ■*-
M: VLIN 20 + W,24 + W AT X + 3
705 VLIN 21 + W,22 + W AT X: RETURN
720 VLIN 20 + W,24 + W AT X: VLIN 20 +
W,24 + W AT X + 3: HLIN X + 1,X +
2 AT 20 + W: HLIN X + 1 , X + 2 AT 2
4 + W: RETURN
740 HLIN 10,27 AT 32: RETURN
755 VTAB 21: HTAB 19: PRINT "GOOD!"; FOR
1 = 1 TO 300: NEXT I: RETURN
770 VTAB 21: HTAB 16: PRINT "TRY AGAIN
"I FOR I = 1 TO 1000: NEXT I: HOME
; RETURN
1000 HOME : VTAB 4: HTAB 13: PRINT "DO
YOU WISH TO: "
1010 PRINT : HTAB 9:
E TIMES TABLES"
1020 PRINT : HTAB 9:
E RANDOM NUMBERS"
1030 PRINT : HTAB 9: PRINT
R 2) "; ; INPUT T: IF T
2 THEN 1030
1050 IF T = 2 THEN 190
1060 HOME : VTAB 5: HTAB 11:
TER TIMES TABLE (1-14)"
1070 INPUT K: IF K < 1 OR K > 14 THEN
1070
1090 S = 0:R = 14: GOTO 263
1100 J = 12: JJ = 20: COLDR= 4; FOR I =
0 TO 8: HLIN J,JJ AT I:J = J - 1:J
J = JJ + 1
1110 NEXT I: FOR I = 8 TO 1 1 : HLIN J +
1,JJ - 1 AT I: NEXT I: RETURN
1170 HLIN 30.32 AT 5: FOR I == 6 TO 10:
HLIN 29,33 AT I: NEXT I: COLDR= 0
: PLOT 32.7: RETURN
1230 COLQR= 12: FOR I = 12 TO 15: HLIN
10,12 AT I: HLIN 21,23 AT I: NEXT
I
1240 FOR I = 16 TO 17: HLIN 10,14 AT I
: HLIN 21,25 AT I: NEXT I: RETURN
2225 CDLQR= 0; FOR I = 20 TO 38; HLIN
10,39 AT I; NEXT I: CQLOR= 1: RETURN
2500 COLOR= 0: PLOT 32.10; PLOT 31,9: COLO
R= 1: RETURN
3000 IF LEN {F«) > 1 THEN 3030
3015 P -= VAL ( MID« (F*,l,l))
3020 X = 21: GOSUB 480
3025 RETURN
3030 P = VAL i MID* (F*,l,l))
3035 X = 16: 60SUB 480
3040 P = VAL < MID* (F«,2,l))
3045 X = 21: GOSUB 480
3050 RETURN
5000 DATA 12,16,22
(ENTER 1
< 0 OR T :
PRINT "EN
6000 HLIN 11,14 AT 29: HLIN 11,14 AT 2
9: IF Q = 1 THEN VLIN 27,30 AT 12
: VLIN 27.30 AT 13
6001 RETURN
6004 PLOT 12,27: PLOT 14,27: PLOT 13,2
8; PLOT 12,29: PLOT 14,29: RETURN
6500 FOR I = 1 TO 20: L = PEEK ( - 163
36): NEXT I: FOR 1 = 1 TO 10; NEXT
I: FOR I = 1 TO 40: L = PEEK ( - 1
6336): NEXT It RETURN
"Snertle," PCIPCjr version.
Program 7: Snertle For PC/PCjr
lO DEF SEB=OjPOKE 1047,192
20 SCREEN 0,1: WIDTH 40: KEY OFF
25 S*=CHRS (219): D»=CHR» (31): L*=CHR« ( 29 ) :
R*=CHR« (28) : U*=CHR» (30) : TB»=CHR* (223) : BB
»=CHRS(220> :LB«=CHR«(221) : RB*=CHR*(222) :
SP«=CHR*(32)
100 B*=CHR«(13) :C«=CHR«(9)
110 COLOR 12: CLS: LOCATE 24, 9, O; PRINT"»*»
*«*» SNERTLE ttttttt"
120 PRINT B«B«B«B*B»Ct" SELECT ONE:
■ I
130 COLOR 2sPRINT B*C«"l) ADDITION"
140 COLOR 4j PRINT B*C*"2) SUBTRACTION"
150 COLOR 6: PR I NT B*C«"3) MULTIPLICATION
M
155 COLOR 14: PRINT B«C«"4) END PROBRAM"
160 PRINT B«B*B«B*C»" (ENTER 1,2,3 OR 4)"
170 Q«=INKEYt:X=RND(l) :Q=VAL(at) : IF Q< 1
OR Q>4 THEN 170
175 C=14:IF Q=l OR Q=2 THEN C=99
185 C=14:IF Q=l OR Q=2 THEN C=99
187 IF Q=3 THEN 1000
188 IF 0=4 THEN END
190 CLS: LOCATE 10, 12: PR INT "ENTER LARGES
T VALUE"
200 PRINT: PRINT "(MIN.:0 MAX . : " ; C; ") ■" ;
: INPUT R: IF R<0 OR R>C THEN PRINT U»U«U*
rGOTO 200
230 PRINT: PRINT "ENTER SMALLEST VALUE"
240 PRINT: PRINT "(M1N.:0 MAX . : " ; R; " ) " ;
: INPUT S : IF S<0 OR S>R THEN PRINT UtU*U
♦:GOTO 240
263 CLS: LOCATE 12, 5: PRINT "PRESS ' X ' T
O RETURN TO MENU": FOR I =1 TO 1000 :NEXT
I
104 COMPUTE! May 1984
265 CLS
270 Z=0:ZZ=0
275 COLOR 2:G0SUB 1100:G0SUB 1170:G0SUB
1230:GOSUB 1260; COLDR Q «2
301 TR=0;ZZ=ZZ+1
305 L=INT(RNDtl)«(R-S+l) )+S
310 IF D=3 AND T=l THEN 320
315 K=INT(RNDtl)«(R-S+l>)+S
320 F$=STR* (K> : W=0
325 IF K<L THEN W=5
330 GOSUB 3000
335 W=5
337 IF L>K THEN W=0
340 F*= STR*(L)
345 GGSUB 3000
346 ON Q GOSUB 6000,6000,6004
350 IF Q=l THEN M=K+L
355 IF Q=2 AND K>=L THEN M=K-L
360 IF Q=2 AND K<L THEN M=L-K
365 IF Q=3 THEN I1=K*L
380 GOSUB 740:MM=1:IF M>9 THEN MM=2
385 IF M>99 THEN MM=3
390 GOSUB 740
393 V=0: COLOR 2 : GOSUB 1100; COLOR Q«2
394 FOR A=l TO 10: B*=INKEY*: NEXT
395 FOR J=0 TO <MM-1)
397 LOCATE 24, 30-4»J : PRINT"""" ;
400 H*=INKEY«
405 IF H*="X"AND ZZ=1 THEN 100
406 IF H*="X" THEN CLSs PRINT B*"PERCENTA
6E: " ; INT<Z/ CZZ-1 ) «100) : GOTO 120
407 IF H*="" OR H*<"0" OR H*>"9" THEN 40
0
412 FOR 1= 21 TO 31:L0CATE 24,IiPRINT SP
«; -.NEXT
415 P=VAL (H*):Y=20
420 V=V+(P«10-'J) :X=29-J«4:G0SUB 475: NEXT
J
450 IF M=V THEN 470
452 FOR 1= 20 TO 23: LOCATE 1, 21: FOR J=l
TO 11:PRINT SP*;:NEXT J, I
456 IF TR =1 THEN 460
458 TR =1: GOSUB 1500: GOSUB 770: GOTO 393
460 M* =STR*<M):X =33:Y=20
462 FOR 00=MM TO 1 STEP -1
464 P = VAL (MID* (M«, (00+1 ) , 1 > )
465 X=X-4:60SUB 475:NEXT 00:REST0RE
470 FOR 1=1 TO 750: NEXT: GOSUB 1230: IF T
R=0 THEN GOSUB 250O:: GOSUB 755: Z=Z+1:G0
SUB 6500
471 GOSUB 2225: GOTO 301
475 LOCATE Y, X
480 IF P=0 THEN GOSUB 720
485 ON P GOSUB 500,525,555,585,610,633,6
60 , 680, 700: RETURN
500 PRINT R*R*;:FOR 1=1 TO 4 :PRINT S*D*
L*; ;NEXT : RETURN
525 PRINT S*StS*D$L*S«D*L*TB*L*L*TB*L«L*
S*D*L*S*S*S*: RETURN
555 PRINT S*S*S«D«L*S*D*LtS*L4L*TB*D*L*L
*S*S*S*: RETURN
585 PRINT LB*R*S*D*L*L*L«StS«S*D«L*S*D*L
*S*: RETURN
610 PRINT StS*S«D«L»L*L*StBB*BB*D*L*S«D«
L*L$L$S$S*S* : RETURN
633 PRINT S*S*S*D*L*L»L*S«BB*BB*D*L*L*L«
SSR$S4D*L«L*L«S$S*S4; RETURN
660 PRINT S«S«S«DtL*S*D*L*L*S*D*L«L»S*:R
ETURN
680 PRINT S«S«S«D*L«L*L«S$BB»S*D«L»L«L»S
*R*S4DtL»LtL«S*S*St: RETURN
700 PRINT S*S«S»D*L«L*L*S«BB*B«D«LtS*D«L
*S*: RETURN
720 PRINT S*S$S*D*LtL«L«S«R*S*D*L*L*LtSt
R«S*D*L*L«L$S*S*S*: RETURN
740 LOCATE 18, 21: FOR 1=1 TO 11:PRINT BB«
; : NEXT: RETURN
755 LOCATE 4, 7: PRINT "GOOD !": RETURN
770 LOCATE 3, 8: PRINT "TRY" DtL*L*L*L* "A
GAIN"
780 FOR 1=1000 TO 500 STEP -250: SOUND I,
4: NEXT: FOR TD=1 TO 500: NEXT: RETURN
960 FOR 1=1 TO 4: LOCATE X, I: PRINT S«:NEX
T: RETURN
lOOO CLS:LOCATE 7, 10: PRINT"DO YOU WISH T
0: "
lOlO PRINT: PRINT: PRINT C*"l> PRACTICE TI
MES TABLE"
102O PR I NT: PR I NT C*"2> RANDOM NUMBERS
1030 PRINT: PRINT: PRINT C»" (ENTER 1 OR 2)
";: INPUT T: IF T< 1 OR T>2 THEN PRINT U*U*
U*U»:GOTO 1030
1050 IF T=2 THEN GOTO 190
1060 CLS:PRINT:PRINT:PRINT C*"ENTER TIME
S TABLE"
1070 PRINT: PRINT C«" ( 1-14) ";: INPUT K: IF
K<1 OR K>14 THEN PRINT U*USU$:60T0 1070
1090 S=0:R=14:G0T0 263
1100 FOR 1= 2 TO 6
1110 READ A :READ B
1120 FOR J= 1 TO B
1130 LOCATE I,J+A : PRINT CHR«(176)
1140 NEXT J: NEXT I : RESTORE: RETURN
1170 LOCATE 7,4:FQR 1= 1 TO 11 :PRINT TB
t;:NEXT ; RETURN
1230 COLOR 2:L0CATE 5, 15:PRINT CHR*(47)U
*BB*BB*D«L*CHR$ (249) LBtDtL«LB*D»L*L«L*L*
TBtTB*TB*; COLOR Q«2: RETURN
1240 LOCATE 7, 5; PRINT St ; LOCATE 7, 14s PR
INT S*
1250 RETURN
1260 COLOR 2: GOSUB 1240: LOCATE 8, 5: PRINT
TBSTB*: LOCATE 8, 14: PRINT TB*TB*: RETURN:
COLOR Q *2
1270 RETURN
1500 FOR 1=4 TO 7:L0CATE I,15:F0R J=l TO
4: PRINT SP*;:NEXT J , I : RETURN
2225 FOR 1= 9 TO 23: LOCATE 1,21: FOR J=
1 TO 11 : PRINT SP*;:NEXT J, I: RETURN
2500 COLOR 2:L0CATE 6, 17:PRINT CHR*(126>
: RETURN: COLOR Q»2
3000 COLOR Qt2:X=29:IF LEN <F*) >2 THEN 3
030
3015 P=VAL (MID*(F*,2, 1))
3020 Y=9+W: GOSUB 475
3025 RETURN
3030 P=VAL(MID*(F*,3, D)
3035 Y=9+W: GOSUB 475
3040 P=VALCMID*(F»,2, 1) >
3045 X=X~4: GOSUB 475
3050 RETURN
5000 DATA 6,5,5,7,4,9,3,11,3,11
6000 LOCATE 14, 22: PRINT S*D*L«L«S*S*S«D*
L«L*S«;
6002 IF Q=2 THEN PRINT L*SP*U*U«L«SP*
6003 RETURN
6004 LOCATE 14, 21; PRINT S*D*S«U*S«D*D«L«
L«L«S*R*S«: RETURN
6500 FOR I=5O0 TO lOOO STEP 250: SOUND I,
4; NEXT: RETURN ©
Moy19S<) COMPirH! 105
PENTOMINOS
A Puzzle- Solving Program
Jim Butterfield, Associate Editor
Computers can solve puzzles. With tlie right set of
instructions, a program will follow the same logic as
humans, trying things to see if they fit. It's interesting
to watch the computer working in this way.
This famous puzzle is dealt with at some length in
Arthur C. Clarke's novel Imperial Earth. The char-
acters of the novel don't use a computer to solve the
puzzle.
The original program works on all Commodore
computers. Additional versions are included here for
the Atari, IBM PC and PCjr, TI-99/4A, Radio Shack
Color Computer, and Apple.
NOTE: IBM, TI, Color Computer, and Apple users
should insert lines 110-860 from Program 1, theCom-
jnodore version, into their programs. The rem state-
ments at the ends of these lines should be ignored.
Pentominos are like dominos, except that they
are made up of five elements rather than two. If
we put five squares end to end and glued them
together, we'd get a long strip, often called the i
pentomino. On the other hand, if we took a central
square and glued the other four squares to the
sides, top, and bottom, we'd get something that
looks like a plus sign, which many people call the
X pentomino.
Allowing for the differences that are caused
by rotating or turning over a piece, there are 12
different pentominos. They are shown in Figure 1;
but you might find it fun to try discovering them
yourself by drawing them out on a piece of paper.
Most of them look a little like letters — you can see
a T, an X, and a W among them, for example.
What's The Puzzle?
The 12 different pentominos, each with an area of
5 squares, give a total of 60 squares. Suppose you
had to cut these pentominos out of a rectangle
106 COMPlfrt! May 1984
without wasting any space: How big would the
rectangle need to be?
We know two things: The total area is 60
squares; and the rectangle must be at least three
wide (otherwise, we couldn't cut out the plus
sign). So it might be possible to get all the pen-
tominos from a rectangle that is 3 x 20, or 4 x 15,
or 5 X 12, or 6 X 10. As it turns out, we can do it in
any of these ways.
We can turn the question inside out and put
it this way: Can you fit all 12 pentominos into a
rectangle of size: 3 x 20, or 4 x 15, or 5 x 12, or
6x10?
The Brain Bender
Don't let the following computer program take
the fun out of the puzzle for you. Cut the pieces
out of cardboard and try your hand at the puzzle.
4 Color
80 COLUMN Letter Quality
printerXplotter
Super
Special
$99
• LOWEST PRICE IN U.S.A.
• List your programs • High resolution grapl^ics for bar charts and geometric figures (iii<e
spirograph) • Plugs directly Into VIC 20 and Commodore 64 — Interface included • Lowest
cost letter quality printer in the country.
- REJECTED S^ES «
i)5
»] I
I"
C I «
I t
ACTUAL PRINT SAMPLES
UPPER CASE - ABCDEFGHIJKLriNOPQRSTUUUXYZ
LOUIER CASE - abcde f 9h i Jk I mnopq.r st u vuxyz
At last you can list your programs (even control characters) and make beautiful high resolu-
tion graphics at an affordable price. This 80 column letter quality printer/plotter is great for
making complex bar charts for business plus fancy greeting cards and geometric designs.
Great for homework too. Everyone must have a 4 color printer plotter for their VIC-20 or
Commodore-64. List $199.00. Sale S99.00.
• LOWEST PRICES • 15 DAY FREE TRIAL • 90 DAY FREE REPLACEMENT WARRANTY
• BEST SERVICE IN U.S.A. • ONE DAY EXPRESS MAIL • OVER 500 PROGRAMS • FREE CATALOGS
I Add V10.00 lor shipping, htndMfig and Iniuranc*. Illlnolt nddanti 1
I piMM add e% Ux. Add $20,00 tor CANADA, PUERTO niCO, HAWAII I
I Ofd»f».WEDONOTEXPOnTTOOTHEHCOUNTRIE3. j
I ErvclOM Cashiers Check, Monay Order or Personal Chech. Allow 14 |
I d«ya for delivery, 2 to 7 days lor phone orders, 1 day express rnaill ■
I Canada orders must be in U.S. dollars. Visa ■ MasterCard - C.O.D. !
CK|TCDpD|7CC IME LOVE OUR CUSTOMERS)
SOX 550, BARRINGTON, ILLINOIS 60010
Phone 312/3S2S244 lo order
80 COLUMN PRINTER SALE— $149.00*
COIVI-STAR T/F
Tractor ^m^
^Friction
i Printer
itHt
15 Day Free Trial -180 Day Immediate Replacement Warranty
Lowest Priced, Best Quality, Tractor-Friction Printers in ttie U.S.A.
• Fast 80-120-160 Characters Per Second • 40,46,66,80,96, 132 Characters Per Line Spacing
• Word Processing • Print Labels, Letters, Graphs and Tables • List Your Programs
• Print Out Data from Modem Services • "The Most important Accessory for Your Computer"
•STX-80 COLUMN
PRINTER-S149.00
Prints full 80 columns. Super silent
operation. 60 CPS. prints Hi-resolution
graphics and block graptiics. expanded
character set. exceptionally clear
characters, fantastic print quality, uses
inexpensive ttiermal paper! Best tfiermal
printer in ttie U.S.A.! (Centronics Parallel
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"DELUXE COMSTAR T/F
80 CPS PRINTER— $199.00
The COMSTAR T/F (Tractor Friction]
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prints 8'/;" X 11" standard size single
sheet stationary or continuous feed conn-
puter paper. Bi-directional, impact dot
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tronics Parallel Interface).
Premium Quality— 120 CPS
COMSTAR T/F SUPER-10X
PRINTER— S289.00
COfvlSTAR T/F (Tractor Friction) SUPER-
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with double strike capability for 18 x 18
dot matrix (near letter quality), high
resolution bit image (120 x 144 dot
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prints standard, italic, block graphics
and special characters, plus 2K of user
definable characters! The COMSTAR T/F
SUPER-10X PRINTER was Rated No. 1 by
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Premium Quality— 120 CPS
COMSTAR T/F SUPER-15'A"
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COMSTAR T/F SUPER 15'/:" PRINTER
has all the features of the COMSTAR T/F
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SUPER HIGH SPEED— 160 CPS
COMSTAR T/F 10"
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SUPER HIGH SPEED COMSTAR T/F
(Tractor Friction) PRINTER has all the
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Add SI 7.50 lor shipping, handling and insurance. WE DO NOT EXPORT
TO OTHER COUNTRIES EXCEPT CANADA
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SUPER HIGH SPEED— 160 CPS
COMSTAR T/F 15'A"
PRINTER— $579.00
SUPER HIGH SPEED COMSTAR T/F
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SUPER HIGH SPEED COMSTAR T/F 10"
PRINTER plus a IS'.'i" carriage and more
powerful electronics to handle larger
ledger business forms! Exclusive bottom
paper feed! I
PARALLEL INTERFACES
For VIC-20 and COM-64-$49.00
For All Apple Computers— $79.00
NOTE: Other printer interfaces are
available at computer stores!
Double
Immediate Replacement
Warranty
We have doubled the normal 90 day war-
ranty to 180 days. Therefore if your
printer fails within "180 days" from the
date of purchase you simply send your
printer to us via United Parcel Service,
prepaid. We will IMMEDIATELY send you
a replacement printer at no charge,
prepaid. This warranty, once again,
proves that WE LOVE OUR
CUSTOMERS!
I Enclose Cashiers Check, Money Order or Personal Check. Allow 14 days l
. for delivery. 2 to 7 days for phone orders, 1 day express mail! Canada
I orders must be in U.S. dollars. VISA — MASTER CARD ACCEPTED. We
I ship C.O.D.
SUPER-10"
CMTCQpQ|7CQ r^c love our customersi
BOX 550, BARRINGTON, ILLINOIS 60010
Rhone 312/3825244 to order
ABODE PGIH XaKl_MIMOI
ABCDEFGHIJKLHN0PQR8TUVWXYZ 12:
GaRSTUVMXVZ
O Olympia
COMBINATION "DAISY WHEEL'
PRINTER /TYPEWRITER
"WORLD'S FINEST'
LIST $799.00
SALE $489.00
SUPERB COMPUTER PRINTER COMBINED WITH WORLD'S FINEST ELECTRONIC
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PRECISION DAISY WHEEL PRINTING — MANY TYPE STYLES!
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AUTOMATIC MARGIN CONTROL AND SETTING! KEY IN BUFFER!
ELECTRONIC RELIABILITY, BUILT IN DIAGNOSTIC TEST!
CENTRONICS PARALLEL INTERFACE BUILT-IN (SERIAL OPTIONAL)!
15 DAY FREE TRIAL — 90 DAY FREE REPLACEMENT WARRANTY!
I Add $17.50 for shipping and handlinq!! !
I '
I Enclose Cashiers Check. Money Order or Personal Check. Allow I
I 14 days for delivery, 2 to 7 days for phone orders, 1 day express '
I mail! Canada orders must be in U.S. dollars. VISA — MASTER I
I CARD ACCEPTED. We ship CO D. I
Ef^TERPRIZES '^^ love ouh customers)
BOX 550, BARRINGTON, ILLINOIS 60010
Phone 312/382-5244 to order
ONE CALL GETS IT ALL!
TELECOMMUNICATIONS SALElMQ
Make a connection!
for Commodore
VIC-20 and 64
7
REACH OUT AND
ACCESS SOMEONE
Wander the wires of bulletin board
systems gathering information and
making new computer friends!
DELUXE 40 CHARACTER MODEM SALE $49.00
• Saves on-line time; Easier to read!
• Direct connect, originate/answer, half and full duplex!
• Terminal program (tape included) Disk— Add $5.00!
• One year free access to CompuServe, 2 hours free on-line time!
• 15 day free trial — 180 day free replacement warranty!
• Instruction manual!
80 COLUMN TERMINAL CARTRIDGE SALE $59.00
• No cassette or disk drive needed!
• VIO20 40-80 Column $59.00 (List $99.00)
• COM-64 80 Column Board $99.00 (List $199.00)
IList S99.00I
Converts your computer screen to 40 or 80 columns!
You can add a 40-80 column word processor, mailmerge
and electronic spreadsheet for only $24.95 (tape or disk).
SMART 64 MODEM PROGRAM SALE $26.95
(List S39.9SI
One key password automatic entry!
On-line alarm timer!
Prints out ail information received!
Record and send programs on disk!
Use with Protecto 40-80 column terminal!
(DISK)
• LOWEST PRICES • 15 DAY FREE TRIAL • 90 DAY FREE REPLACEMEMT WARRANTY
• BEST SERVICE IN U.S.A. • ONE DAY EXPRESS MAIL ' OVER 500 PROGRAMS ' FREE CATALOGS
Add S3 00 lor postage Ado S6 00 tor CANADA PUERTO RiCO, HAWAII
orders WE DO NOT EXPORT TO OTHER COUNTRIES
Enclose Castiiers Check, Money Order or Personal Cneck Allow K
days (or delivery. 2 10 7 days for phone orders. 1 day express mail'
Canada orders must be in U S dollars We accepi Visa and Master
Card We sfiip CO.D,
PIUTCOpQI^pC (WE LOVE OUR CUSTOMS RSI
BOX 550, BARRINGTON, ILLINOIS 6OO10
Phone 312J382S244 to ordtr
® SANYO MONITOR SALEM
9" Data Monitor
80 Columns x 24 lines
Green text display
Easy to read - no eye strain
Up front brightness control
High resolution graphics
Quick start - no preheating
Regulated power supply
Attractive metal cabinet
UL and FCC approved
15 Day Free Trial - 90 Day Immediate Replacement Warranty
9" Screen - Green Text Display
12" Screen - Green Text Display (anti-reflective screen)
12" Screen - Annber Text Display (anti-reflective screen)
14" Screen -Color Monitor (national brand)
*PLUS $9.95 for Connecting Cable.
Display Monitors From Sanyo
*$ 69.00
*$ 99.00
*$ 99.00
*$249.00
With the need for computing power growing every day, Sanyo has
stepped in to meet the demand with a whole new line of low cost, high
quality data monitors. Designed for commercial and personal com-
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characters as the input is 24 lines of characters with up to
80 characters per line.
Equally important, all are built with Sanyo's commitment
to technological excellence. In the world of Audio/Video, Sanyo is
synonymous with reliability and performance. And Sanyo quality is
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It's an interesting way to wile away the hours.
6x10 and 5x12 are not too hard; 4x15 will make
you work; and 3 x 20, which seems at first to be
the easiest, proves to be a real brain bender.
A sample solution to the 4x15 problem is
given in Figure 2.
If humans can waste time trying to fit the
pieces, computers can do it too. "Pentominos"
does not run at blinding speed; it tries the pieces
at about the same speed as humans do. It's dumber
than human puzzle solvers: It will try to make a
piece fit in places we know instinctively are hope-
less. But the computer has no intuition: It will
plod along, making dumb moves until it finds a
combination that fits.
The program tries the pieces "visibly" — that
is, you can see it putting the pieces in place, think-
ing about its next move, and then taking a piece
back out when it becomes obvious (even to the
dumb computer) that it can't work there.
In a moment we'll get to more detail on how
it works. The computer always thinks about fitting
the upper-leftmost empty square, and it will tell
you which piece it is trying to fit there; that piece's
identity will be shown in a corner of the screen.
So you can track the computer's thoughts if you
wish.
It can take a few minutes or several hours to
find the next solution. This program is a good one
to set up for an overnight run. You might want to
turn off your TV set or monitor and let the com-
puter hum away quietly all by itself.
When a solution is found, you can type CONT
at any blank place on the screen, and the computer
will go after the next solution.
How It Works
The pentominos and all their possible rotations
are stored in DATA statements. Only four squares
need to be described for each pentomino rotation,
since the information gives coordinates based
upon the starting square.
After reading in the data, the computer
uses the following logic. Line numbers are given
for those who would like to try examining the
program.
1. (Line 2010) The computer looks through
the list of pieces to find the first one that isn't being
used. Then it searches the board for a blank
square, starting at the left and searching each
112 COA/lPUni Mav19S4
column top to bottom. That's the next place it will
try to fit a piece. If it can't find a blank, we have a
solution and will go to step 5.
2. (Line 2030) The piece just picked is set to
its first rotation.
3. (Line 2060) The computer tries to fit the
piece starting at the square it has identified. If it
doesn't fit, it will skip ahead to step 7.
4. (Line 2120) The piece fits, so the computer
puts it onto the board, onto the screen, and marks
off the piece as used. It then goes back to step 1 to
look for a new place to fit pieces.
5. (Line 2170) We have a solution! Stop and
wait for the user to admire us. If the user types
CONT, we'll keep going into step 6.
6. (Line 2190) We've reacheci a dead end, so
we go back and remove the last piece placed on
the board. If there are no pieces left, we quit; at
this point we will have found all the solutions.
7. (Line 2260) Let's rotate the current piece so
that we can try it in a different way. If we can find
a new rotation, we go back to step 3 to try the
piece. If not, we continue to step 8.
8. (Line 2300) The computer looks through
the list of pieces to find the next piece to be tried.
Then it goes back to step 2.
Variables And Arrays
If you're trying to read the program, it will be
worthwhile to have some information on variables
and arrays. Here are some useful ones:
Array B(X,Y) is the board. If the value is zero,
that part of the board is blank. When a board
square is used, the appropriate value in this array
is set to the number of the occupying piece; but
the important thing to remember is that it's set to
nonzero.
The DATA statements show all rotations of
all pieces. They are transferred to arrays X and Y:
Arravs X(rotation,C) and Y(rotation,C) tell
where to find the squares (X and Y) of each piece's
rotation. The rotation is taken from the DATA
statements.
Array P(rotation) tells which piece is involved
for each rotation of the above table.
Each Piece Has Data
Array P$(piece) is the name of the piece.
Array S(piece) tells where to find the starting
rotation for piece X.
Array T(piece) tells which rotation is currently
being used (or tried) for piece X.
Arrays X2(piece) and X2(piece) list the starting
square where piece A has been placed.
Tracking The Moves
Array U(move) lists the pieces in the order in
which we tried them.
The piece under consideration is designated
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-. -» . ^. . « . ^- ^ « ««,. B Program 1: Pentominos For Commodore
figure Z: Partial Solution. Ihe Program Will Be ^
Jr^ftg To Fit The Point Marked X.
k
Refer to the "Automatic Proofreader" article before typing this
program in.
by P; its current rotation, of course, will be T(P).
When we place a piece, we log it into array U
and use PI to keep track of how many pieces have
been used.
Program Variations
The program could be speeded up significantly
by using a compiler or by converting it to machine
language. 1 have chosen not to do that for two
reasons: compatibility and readability.
A machine language version would neverthe-
less be quite straightforward to write. No special
math or other logic is involved. Such a program
would be very fast. But it would not be universal,
since different machines would need to load the
program into different memory locations.
If you go for many solutions, you should
realize that some of the solutions are transforma-
tions of others. Given one solution, others can be
found by inverting it left to right or top to bottom.
This means that each solution is really four solu-
tions; but the computer will find each of the four
as it works. If this is not desired, the extra solutions
can be eliminated by removing all but two of the
rotations of a single eight-rotation piece. That
way, the reflected solutions couldn't happen;
That piece can appear in only one orientation.
For example, we could eliminate reflected
solutions by changing line 770 to DATA R,2 and
then deleting lines 800 to 850 inclusive.
Malclng It Smarter
The program would run faster if it didn't show its
moves on the screen, but watching it work is most
of the fun. For one thing, it may remind you of an
important aspect of computers: They're dumb,
but they're faithful.
The computer will lumber along, trying dumb
moves. But it won't get tired, and it will eventually
reach the solution.
Yes, we could add extra logic to make the
computer smarter. We could ask the computer to
scan for some of the obviously impossible situa-
tions that it does not recognize at all with the pres-
ent program. But there's a danger: The computer
could waste more time being smart than it does
being dumb.
Copyright © 1984 Jim Buttcrfield
114 COMPEJTE! May1<?8d
100 PRINT CHRS(142) ■' (CLR) [5
N0S(D0WNl"
110 DATA I , 2
120 DATA 0,1,0,2,0,3,0,4
130 DATA 1,0,2,0,3,0,4,0
1 40 DATA X , 1
150 DATA 1,-1,1,0,2,0,1,1
160 DATA V,4
170 DATA 0,1,0,2,1,0,2,0
180 DATA 0,1,0,2,1,2,2,2
190 DATA 1,0,2,0,2,1,2,2
200 DATA 1,0,2,0,2,-1,2,-2
210 DATA T,4
220 DATA 0,1,0,2,1,1,2,1
230 DATA 1,0,1,1,2,0,1,2
240 DATA 1,0,2,0,1,-1,1,-2
250 DATA 2,-1,2,0,2,1,1,0
260 DATA W,4
270 DATA 0,1,1,1,1,2,2,2
280 DATA 1,0,1,1,2,1,2,2
290 DATA 0,1,1,-1,1,0,2,-1
300 DATA 1,-1,1,0,2,-2.2,-1
310 DATA U,4
3 20 DATA 0,2,1,0,1,1,1,2
330 DATA 2,0,0,1,1,1,2,1
340 DATA 0,1,1,0,2,0,2,1
3 50 DATA 1,0,0,1,0,2,1,2
360 DATA F,8
370 DATA 0,1,1,-1,1,0,2,0
380 DATA 1,-1,2,-1,1,0,1,1
390 DATA 1,-1,1,0,1,1,2,1
400 DATA 1,-1,1,0,2,0,2,1
410 DATA 0,1,1,1,1,2,2,1
420 DATA 1,0,1,1,2,1,1,2
430 DATA 1,0,1,1,2,-1,2,0
440 DATA 1,-2,1,-1.2,-1,1,0
450 DATA L,8
460 DATA 1,0,2,0,3,0,3,1
470 DATA 0,1,0,2,0,3,1,3
480 DATA 1,-3,1,-2,1,-1,1,0
490 DATA 1,0,2,0,3,0,3,-1
500 DATA 1,0,2,0,3,0,0,1
510 DATA 0,1,0,2,0,3,1,0
520 DATA 0,1,1,1,2,1,3,1
530 DATA 1,0,1,1,1,2,1,3
540 DATA Y,8
550 DATA 0,1,0,2,0,3,1,1
560 DATA 1,0,2,0,3,0,1,1
570 DATA 1,-1,1,0,1,1,1,2
580 DATA 1,-1,1,0,2,0,3,0
590 DATA 0,1,0,2,0,3,1,2
600 DATA 1,0,2,0,3,0,2,1
610 DATA 1,-2,1,-1,1,0,1,1
620 DATA 1,0,2,0,3,0,2,-1
630 DATA Z,4
640 DATA 0,1,1,1,2,1,2,2
650 DATA 1,0,1,1,1,2,2,2
660 DATA 1,-2,1,-1,1,0,2,-2
670 DATA 2,-1,1,0,2,0,0,1
680 DATA P,8
690 DATA 0,1,1,0,1,1,2,0
700 DATA 1,0,0,1,1,1,0,2
710 DATA 0,1,1,0,1,1,1,2
7 20 DATA 1,0,0,1,1,1,2,1
730 DATA 1,-1,1,0,2,-1,2,0
740 DATA 1,-1,1,0,0,1,1,1
750 DATA 0,1,0,2,1,1, 1,2
RIGHT iPENTTOMI
: rem 140
: rem 83
: rem 107
: rem 10B
: rem 100
:rein 152
: rem 103
:reiTi 108
: rem 113
: rem 114
: rem 196
;rem 97
;rem 106
: rem 107
: rem 198
; rem 155
: rem 105
:rem 113
: rem 114
: rem 202
: rem 242
:rem 99
: rem 107
: rem 108
: rem 108
:rem 109
: rem 93
: rem 155
:rem 203
: rem 159
: rem 151
:rem 108
:rem 109
:rem 154
: rem 246
:rem 99
: rem 114
:rem 115
: rem 251
:rem 162
; rem 106
; rem 107
: rem 111
: rem 112
: rem 112
:rem 112
: rem 113
: rem 159
; rem 160
:rem 117
: rem 109
:rem 199
: rem 156
:rem 109
: rem 114
; rem 115
:rem 251
: rem 159
:rem 108
; rem 115
; rem 107
: rem 109
: rem 110
: rem 202
: rem 156
: rem 114
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4210 I) 50th St. Lubbock, TX 79413
rem
115
rem
110
2270
rem
119
2280
rem
120
2290
rem
247
2300
rem
154
2310
rem
114
2320
rem
115
3000
rem
206
rem
204
3010
:rem 85
3200
rem
138
3210
; rem 40
3220
13),
S(l
3230
: rem 36
3500
760 DATA 1,0,2,0,1,1,2,1
770 DATA R,B
780 DATA 0,1,0,2,1,2,1,3
790 DATA 1,0,2,0,2,1,3,1
800 DATA 1,-1,1,0,2,-1,3,-1
810 DATA 1,-1,1,0,0,1,0,2
820 DATA 0,1,1,1,1,2,1,3
830 DATA 1,0,1,1,2,1,3,1
840 DATA 1,0,2,-1,2,0,3,-1
850 DATA 1,-2,1,-1,1,0,0,1
860 DATA A,0
870 V.? = " (HOME} [13 down}"
880 H5 = "{23 right} "
1000 DIM X(63,4),Y(63,4),P(64),P$(13),S(1
3),T(13),B(6,20)
1001 DIM X1(5),Y1(5),X2(12),Y2(12),U(12)
: rem 241
1010 READ P$,N:IF N=0 fiOTO 1070 ; rem 81
1020 T=T+1 :P$(T)=P5:S(T)=V+1 : rem 41
1030 FOR J=V+1 TO V+N:P(J)=T : rem 12
1040 FOR K=0 TO 3:READ X( J,K ) , Y( J, K) :NEXT
K,J : rem 203
1050 V=V+N: PRINT P$ ,- : rem 158
1060 GOTO 1010 : rem 194
1070 PRINTLEFT$(V$, 5) ; : PRINT"CHOOSE :
{down}" ;rem 34
1080 FOR J=3 TO 6: PRINT J,- "BY" ; 60/J; "
EdOWN}":NEXT J :rem 219
1090 INPUT "SELECT 3 THRU 6";W1 : rem 205
1100 IF Wl<3 OR Wl>6 OR W1<>INT(W1) GOTO
{SPACE) 1070 :rem 77
1110 VJ2=60/W1 :rem 166
1120 PRINT "(CLR}" :rera 40
2000 REM FIND NEW SPACE TO FILL : rem 231
2010 GOSUB 3000:P=J:GOSUB 3200:IF X1>W2 G
OTO 2170 :rem 178
2020 REM GET A NEW PIECE : rem 25
2030 TCP)=S(P) :rem 235
2040 PRINT "{HOME}" ;P$(P) ; " {11 DOWN?"
: rem 52
2050 REM TRY FITTING PIECE : rem 37
2060 CS=P$(P) :X1(0)=X1:Y1(0)=Y1:FOR J=l T
0 4 : rem 71
2070 X=X(T(P),J-1)+X1:Y=Y(T(P),J-1)+Y1:X1
(J)=X:Y1(J)=Y :rem 100
2080 IF X<1 OR Y<1 OR X>N2 OR Y>W1 GOTO 2
260 :rem 8
2090 IF B(Y,X)<>0 GOTO 2260 : rem 119
2100 NEXT J :rem 76
2110 REM IT FITS - PUT PIECE IN PLACE
; rem 3
2120 B=P:FOR J=0 TO 4 : rem 67
2130 X=X1(J):Y=Y1(J):G0SUB 3500 :rem 246
2140 NEXT J : rem 80
2150 X2(P)=Xl:Y2(P)=Yl:Pl=Pl+l;U(Pl)=P:GO
TO 2010 :rem 223
2160 REM BOARD FILLED : rem 197
2170 PRINT "[HOME} {2 SPACES } SOLUTION" ;: EN
D : rem 119
2180 REM UNDRAW LAST ONE : rem 150
2190 P=U(P1) :U(P1)=0:P1=P1-1:IF P1<0 THEN
PRINT"THAT'S ALL": END : rem 112
2200 B=0:X=X2(P) :Y=Y2(P) :C$=" ":GOSUB 350
0 ;rem 13
2210 X1=X:Y1=Y:F0R J=l TO 4 : rem 237
2220 X=X(T(P),J-1)+X1:Y=Y(T(P),J-1)+Y1:X1
(J)=X!Y1(J)=Y :rem 97
2230 GOSUB 3500 : rem 15
2240 NEXT J : rem 81
2250 REM ROTATE THE PIECE : rem 195
2260 T{P)=T(P)+1:IF P(T(P))=P GOTO 2060
3510
REM GIVE UP ON PIECE
T(P)=0
REM LOOK FOR NEW PIECE
P=P+1:IF P>12 GOTO 2190
IF T(P) <>0 GOTO 2300
GOTO 2030
FOR J=l TO 12: IF T(J)<>0 THEN
RETURN :
FOR Xl=l TO W2:F0R Yl=l TO Wl
IF B(Y1,X1)=0 GOTO 3230 :
NEXT Y1,X1
RETURN :
PRINT LEFT5(V$,Y+2) ;LEFT$CH$,
(Y,X)=B :
RETURN :
: rem 58
rem 130
: rem 45
:rem 29
rem 189
rem 242
rem 197
NEXT J
rem 130
rem 164
:rem 19
rem 149
: rem 69
rem 168
X) ;C5:B
rem 231
rem 169
Program 2: Pentominos For Atari
Refer to the "Automatic Proofreader" article before typing this
program in.
FEiei0 PRINT "<CLEAR>PLEASE MAIT... 1
NITIALIZING ARRAVS-jPOKE 752, li
PDSI T ION 0,0
FD 1 10 DATA 1 , 2
GL 120 DATA 0
SN 130 DATA 1
BE 140 DATA X
JI 150 DATA 1
GH 160 DATA V
6« 1 70 DATA 0
H6 180 DATA 0
HC 190 DATA 1
«E 200 DATA 1
6B210 DATA T
BK 220 DATA 0
GL230 DATA 1
HG 240 DATA 1
JL 250 DATA 2
GJ 260 DATA W
HB 270 DATA 0
HC 280 DATA 1
UK 290 DATA 0
PC 300 DATA 1
6D310 DATA U
BL 320 DATA 0
Gn 330 DATA 2
611340 DATA 0
SN 350 DATA 1
FN 360 DATA F
JL370 DATA 0
NL3B0 DATA 1
JP 390 DATA 1
JH 400 DATA 1
Gft410 DATA 0
m 420 DATA 1
JK 430 DATA 1
PG 440 DATA 1
6tt4S0 DATA L
HC 460 DATA 1
HD 470 DATA 0
PL 480 DATA 1
KC 490 DATA 1
6t: 50 0 DATA 1
BL510 DATA 0
fiP520 DATA 0
m 530 DATA 1
HA 540 DATA V
Hfi 550 DATA 0
HB560 DATA 1
JP 570 DATA 1
KA 58 0 DATA 1
HF 590 DATA 0
1,0,2,0,3,0, 4
0,2,0,3,0,4,0
1
-1,1,0,2,0,1,1
4
1,0, 2, 1,0,2,0
1,0,2.1,2,2,2
0,2,0,2, 1,2,2
0,2, 0,2,-1,2,-2
4
1,0,2,1,1,2,1
0,1,1,2,0,1,2
0,2,0, 1,-i, 1,-2
-1,2,0,2, 1, 1,0
4
1,1,1,1,2,2,2
0,1, 1,2, 1,2,2
1,1,-1,1,0,2,-1
-1, 1,0,2,-2,2,-1
4
2,1,0,1,1,1,2
0,0, 1 , 1, 1,2, 1
1, 1,0,2,0,2, 1
0,0,1,0,2,1,2
8
1, 1,-1, 1,0,2,0
-1,2,-1,1,0,1,1
-1,1,0,1,1,2,1
-1, 1,0,2,0,2, 1
1, 1, 1, 1,2,2, 1
0,1,1,2,1,1,2
0,1,1,2,-1,2,0
-2,1,-1,2,-1,1,0
a
0,2,0,3,0,3,1
1,0,2,0,3,1,3
-3, 1,-2,1,-1,1,0
0,2,0,3,0,3,-1
0.2,0, 3,0,0, 1
1,0.2,0,3.1,0
1, 1, 1,2, 1,3, 1
0,1,1,1,2,1,3
8
1,0,2,0,3,1,1
0,2,0,3,0, 1, 1
-1,1,0,1,1,1,2
-1, 1 , 0, 2,0, 3,0
1.0,2,0,3,1,2
116 COMPUTE! Mav1<?84
CodBPro-64(c)19a3. SMA
Overview
0 — Using CodePro-64
1 — CBM-64 Keyboard Review
BASIC Tutorial
2 — Introduction to BASIC
3 — BASIC Commands
4 — BASIC Statements
5 — BASIC Functions
Graphics & Music
6 - Keyboard GRAPHICS
7 — Introduction to SPRITES
e — SPRITE Generator
9 — SPRITE Demonslralor
A - Introduction lo MUSIC
B — MUSIC Generator
C — MUSIC Demonstrator
Other Options
K — Keyword Inquiry
R — Run Sample Programs
A new concept
in interactive visual
learning.
CodePro-64
Now you can leam to code in BASIC and
develop advanced programming skills with
graphics, sprites and music— visually. You
leam by interacting with CodePro-64, a new
concept in interactive visual learning.
SEE PROGRAM EXECUTION
Imagine actually seeing BASIC state-
ments execute. CodePro-64 guides you
through structured examples of BASIC pro-
gram segments. You enter the requested data
or let CodePrc^64 do the typi ng for you . (It
will not let you make a mistake.)
You step through and actually see the
execution of sample program statements by
simply pressing the space bar. CodePro-64
does the rest. You see statements with cor-
responding graphics and variable value
displays.
EXTENSIVE TUTORIAL
CodePro-64's extensive tutorial guides
you through each BASIC command, pro-
gram statement, and function. You get clear
explanations. Where appropriate, you invoke
BasicView to see examples execute and
watch their flow charts and variables change.
By seeing graphic displays of program seg-
ment execution you leam by visual example.
You leam faster and grasp programming
concepts easierwith CodePro-64 because
you immediately see the results of your input.
You control your learning. You can go
through the tutorial sequentially, or return to
the main menu and select different topics, or
use keywords to select language elements to
study. You can page back and fort;h between
screens within a topic at the touch of a func-
tion key.
Once you have practiced and mastered the
BASIC language elements you move on to
more advanced concepts. You leam about
sprite and music programming.
SPRITE GENERATOR
& DEMONSTRATOR
CodePro-64's sprite generator lets >'ou
define your own sprites on the screen. You
leam how to define sprites and what data
values conespond to your spri te defi nitions.
(You can then save your sprite data to a
diskette file for use in your own programs.)
You can easily experimentvnth different
definitions and make changes to imme-
diately see the effects.
We also help you leam to program with
sprites by giving you a sprite demonstratorso
you can see the effect of changing register
values. You can experiment by moving your
sprite around in a screen segment, change its
color and see the effects of your changes. You
leam by visual examples.
MUSIC GENERATOR
& DEMONSTRATOR
Our Music Generator and A/usc Demon-
slratorvAW provide hours of instruction and
creative enjoyment. FVom the beginning of
your instruction you can compose simple
tunes on the screen using the generator.
Once you've completed a composition you
can save the tune and its associated SID
parameter to a diskette file. Our music sam-
OUR GUARANTEE
We guarantee your satisfaction. You
must be satisfied with CodePro-64 for
the Commodore^. Try it for 10 days
and if for any reason you are not satisfied
return it to us (undamaged) for a full
KfunLNofisk
pie program can be used alone or incorpo-
rated into your own programs to read the
saved music file and replay your songs.
Our music demonstator lets you experi-
ment with various combinations of music
programming parameters and hear the
results. All you do is enter rows of SID
parameters on the screen to create a particu-
lar sound. Then you hear each sound by
playing the "keyboard organ" m real time as
you shift fifom row to row of SID parameters.
By seeing your input andhearingthe result
you quickly leam how to create new musical
sounds and special sound effects.
Whether you're a begnning programmer
or an experienced professional, CodePro-64
will help you improve you Commodore 64
programming skills. We're sure because
CodePn>64 was developed by a team of two
professionals with ouer 25 years of software
development experience.
CodePro-64 is a professional quality edu-
cational program for the serious student of
persona] computing. And it's fully guaran-
teed. Order yours today.
HOW TO ORDER
Order your copy of CodePro-64 today by
mai I or phone. Send only $59.95 plus $3.CK)
shipping and handling to:
SYSTEMS MANAGEMENT ASSOCIATES
37(X) Computer Drive, Dept. G-1
Raleigh, N.C. 27609
Available on diskette only. MasterCard/-
VISA accepted. For faster service on credit
card orders, call toll free 1-800 SMA-RUSH.
(1-800-762-7874). Dealer inquiries invited
Commodore 64 isa tradeinarkof Commodore Business
Machines, Inc.
/. A . SYSTEMS
MANAGEMENT
ASSOCIATES
BH 600
HH 610
Jh 6 20
GN 630
HC 64 0
HD 650
FL 660
JP 670
BM 680
HD 690
6L 700
6N 710
60 720
hi: 7 30
in 740
HC 750
HD 760
BD 770
KH 780
HI 790
PH 800
Jf 8 10
HC 820
HD 830
no 840
m 850
FF 860
HE 100 0
DATA 1,0,2,0,3,0,2,1 EM 2 1 00 NEXT J
ftD2110 REM IT FITS - PUT PIECE IN PLA
DATA i , -2, 1,-1,1,0,1,1
DATA 1,0,2,0,3,0,2,-1
DATA Z , 4
DATA 0,1,1,1,2,1,2,2
DATA 1,0,1,1,1,2,2,2
DATA 1,-2,1,-1,1,0,2.-2
DATA 2,-1,1,0,2,0,0,1
DATA P . 8
DATA 0,1,1,0,1,1,2,0
DATA 1,0,0,1,1,1,0,2
DATA 0,1,1,0,1,1,1,2
DATA 1,0,0,1,1,1,2,1
DATA 1,-1,1,0,2,-1,2,0
DATA 1,-1,1,0,0,1,1,1
DATA 0,1,0,2,1,1,1,2
DATA 1,0,2,0,1,1,2,1
DATA R,8
DATA 0,1,0,2,1,2,1,3
DATA 1,0,2,0,2,1,3,1
DATA 1,-1,1,0,2,-1,3,-1
DATA 1,-1,1,0,0,1,0,2
DATA 0,1,1,1,1,2,1,3
DATA 1,0.1,1,2,1,3,1
DATA 1,0,2,-1,2,0,3,-1
DATA 1,-2,1,-1,1,0,0,1
DATA A,0
DIM X t63, 4) , Y (63, 4> , P (64) , PP« (
13) , S( 13) , T ( 13J , B (6, 20)
CI 1001 DIM XI (5) . Yl (5) , X2 ( 12) , Y2 ( 12) ,
U(12),Ct(l),P*(l)
HP 1002 Z=0:FOR 1=0 TD 63 : P ( I ) = Z : FOR J
= 0 TO 4: X ( I , J ) =Z: Y ( I , J) =Z: NEXT
J : NEXT I
Bfi 1003 P(64)=Z:FOR 1=0 TO 12;S(I)=Z:T
(I)=Z:X2(1)=Z:Y2CI)=Z;U(I)=Z:N
EXT I : S (13)=Z: T ( 13)=Z
B^. 1004 FDR 1=0 TD 6:F0R J=0 TO 20:B(I
,J)=Z:NEXT J:NEXT I i FOR 1=0 TO
5: Xi ( I ) =Z: Yl ( n =Z:NEXT I
GD 1005 PRINT ■' {CLEAR] ": POSITION 15,0;
PRINT "PENTDMINOB" : PRINT
READ P$,N:IF N=0 THEN 1070
T=T+l:PPt(T,T)=P*:S(T)=V+l
FDR J=V+i TD V + N:P(J)=T 100 CLSiPRINT " PENTOMINDS" : P
FOR K=0 TO 3:READ L,M:XCJ,K>=L RINT
: Y ( J,K) =M: NEXT KsNEXT J lOOO DIM X (63, 4i , V (63, 4) , F (64) , P* ( 13) . S (
V = V + N:FRINT Pt; 13) , T ( 13) , B (6, 20)
GOTO 1010 1001 DIM XI (5) ,Y1 (5) ,X2(12) ,Y2(12) ,U(12>
EH
1 0 1 0
PJ
ISI20
a
1 0 30
DI
1040
JO
1050
HC
1060
JK
1070
CE
ED2120 B = P:FaR J=0 TO 4
FS2130 X = X 1 ( J ) : Y = Y1 ( J > : GDSUB 3500
Ffl 2 1 40 NEXT J
HP 21 50 X2{P)=X1;Y2(P>=Y1:P1=P1 + 1:U(P1
)=P:GOTO 2010
I1f2160 REM BOARD FILLED
Sf2170 POSITION 0,12:PRINT "SOLUTION"
; : POKE 752, 0: END
JS2180 REM UNDRAW LAST DNE
HS2190 P = U (PI > : IJ (PI ) =0: P1=P1-1 : IF Pl<
0 THEN PRINT "THAT'S ALL"-END
(1112200 B = 0: X = X2 (P) : Y = Y2 (P) : C«=" " : BOS
UB 3500
aN2210 X 1 = X : Y1=Y: FOR J=l TO 4
SB 2220 X = X (T(P> ,J-l)+Xl:Y = y(T(P> ,J-1)
+ Y1 : X 1 ( J > =X : Yl (J ) =Y
flp 2230 GDSUB 3500
FB 2240 NEXT J
HO 2250 REM ROTATE THE PIECE
5J 2260 T (P) =T (P) +1 : IF P ( T ( P ) ) =P THEN
GOTO 2060
iC2270 REM GIVE UP ON PIECE
CO22B0 T(P)=0
BN 2290 REM LOOK FOR NEW PIECE
QK2300 P = P+1:IF P>12 THEN GOTO 2190
0123 10 IF T(P)<>0 THEN 2300
«F 2320 GOTO 2030
IC 3000 FOR J=l TO 12:IF T<J)<>0 THEN
NEXT J
iE 30 10 RETURN
6l' 3200 FDR Xl = l TO W2tFOR Yl = l TO Wl
IL3210 IF B(Y1,X1)=0 THEN 3230
JC 3220 NEXT Y1:NEXT XI
H 3230 RETURN
HQ 3500 POSITION X,Y*-2:PRINT C*:B(Y,X)
= B
(i 35 10 RETURN
Program 3: Pentominos For IBM PC/PCjr
Insert lilies n 0-860 from tlic Coiiimiukm' ivrsiim (PiVfiniiu 1).
1010 READ P*,N:IF N=0 GOTO 1070
POSITION 1,S:PRINT "CHOOSE:":!
EL 1080 FOR^J = Z. TD 6:PRINT J:" BY " ; 60 1020 T = T.l : F* ( T , =P*: S (T) =^^1
Jf 1090
KH 1 100
PRINt'^^'RINT "SELECT 3 THRU 6: 1040 FDR K=0 TO 3:READ X ( J . K) , Y ( J . K) : NEX
T p;,J
1O70 LOCATE 5, 1 : PR INT "CHOOSE: ": PRINT
" ; : INPUT Wl
IF WK3 OR Wi>6 OR W1<>INT(W1) 1050 V=V+N:PRINT Pt:
THEN GOTO 1070 ^OhO GDTD_101_0
i'Citi0 LJ2 = £j0/Wl
BC1120 PRINT "CCLEARJ" 1080 FOR J=3 TD 6:PRINT J ; "BY" : 60/ J ; " " : P
DH2000 REM FIND NEW SPACE TD FILL RINT:NEXT J
06 2010 GOSUB 3000:P = J:GDSUB 3200: IF X 1090 INPUT "SELECT 3 THRU 6";W1
1>„2 THEN GOTO 2170 UOO IF WK3 OR Wl>6 OR WlOINTtWl) GOTO
BJ 2020 REM GET A NEW PIECE 107O
OL2030 T(P)=S(P) mo W2=60/W1
HP 2040 POSITION 1,1:PRINT PP*(P,P):PO 1 120 CLS
^^^^^^ ^ ^^ „^.^^^^ ^^^^ l_j^j, l^^j^ SPACE TO FILL
CF2050 REM TRY FITTING PIECE 2010 GDSUB 3000: P=J : GOSUB 3200: IF X1>W2
BD 2060 C« = PPt (P,P) : XI (0)=X1: Yl (0) =Y1 : GOTO 2170
FOR J=l TO 4 2020 REM GET A NEW PIECE
GE 2070 X = X (TCP) . J-1)+X1:Y = Y(T(P) , J-1) 2030 T (P) =S (P) ^ „, ,^,
+ Y1-X1 CJ)=X:Y1 (J)=Y 2040 LOCATE KUPRINT P*(P)
1)H-:'0B0 IF X-'l OR Y<1 OR X>W2 OR Y>W1 2050 REM TRY FITTING PIECE
THEN GOTO 2260 2060 Ct=P* (P) : X 1 (0) =X 1 : Y 1 (0) =Y1 : FOR J = l
t;e2090 IF B(Y,X)<>0 THEN GOTO 2260 TO 4
118 COMPUH! IVIOV1984
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NEW!
Universal Input/Oatpat
Board for VIC-20/64
• 16 channel 8-bit A;D i^anverter with 100
microsecond sampling time.
• 1 D.'A output.
• 16 high voltage.high current discrete out-
puts.
• 1 EROM socket.
• Use multiple boards lor additional channels
up to 6 boards.
VlC-20 o»«» IHW-3HV S205.00
CfiM-64 a»B MW.311C S225.00
)
C
MW-302: VIC-20/64
Parallel Printer Interface.
Works with all Centronics type parallel
matrix & letter printers and plotters —
Epson, C.ltoh, Okidata, Nee, Gemini
10, TP-I Smith Corona, and most
others. Hardware driven; works off the
serial port. Quality construction: Steel
DIN connectors & shielded cables. Has
these switch selectable options: Device
4, 5, 6 or 7; ASCII or PET ASCII; 7-bil
or 8-bit output; upper & lower case or
upper only. Recommended by PRO-
FESSIONAL SOFTWARE for WordPro
3 Plus for the 64. and by City Software
for PaperClip.
MW-302 S119.95
Dealer
inquirie; invited.
a
Micro World Electronbc, Inc.
3333 S. Wadswonh Blvd. #C105,
Lakewood, CO 80227
(303) 987-9532 or 987-2671
2070 X = X (Tip) , J-1 )+Xl : Y=Y(T iP) , J-I ) +Y1 : X
1 (J)=X: Yl (J)=Y
20BO IF X<1 OR Y<1 OR X >W2 OR Y>W1 GOTO
2260
2090 IF B(Y,X)<>0 6DTD 2260
2100 NEXT J
21 lO REM IT FITS - PUT PIECE IN PLACE
2120 e=P:FaR J=0 TO 4
2130 X=X1 CJ) : Y=Y1 (J) :GOSUB 3500
2140 NEXT J
2150 X2(P)=X1: Y2(P)=Y1-. P1=P1 + 1 :U(PI )=P:B
DTD 2010
2160 REM BOARD FILLED
2170 LOCATE 15,1: PR I NT " SOLUTION" ;: END
2180 REM UNDRAW LAST ONE
2190 P=U(P1) :UiPl)=0: P1=P1-1: IF PKO THE
N PRINT"THAT^S ALL": END
2200 B=0: X=X2 (P) : Y=Y2(P) :C5=" " : GDSUB 35
00
2210 X1=X: Y1=Y:F0R J=l TO 4
2220 X=X (T(P) , J-1)+X1 : Y=Y(T (P) , J-1 ) +Y1 : X
1 (J)=X: Yl (J)=Y
2230 GOSUB 3500
2240 NEXT J
2250 REM ROTATE THE PIECE
2260 T(P)=T(P)+1: IF P(T(P))=P GOTO 2060
2270 REM GIVE UP DN PIECE
2280 TiP)=0
2290 REM LOOK FOR NEW PIECE
2300 P=P+1:1F PM2 GOTO 2190
2310 IF T(P)<>0 GOTO 2300
2320 GOTO 2030
3000 FOR J = l TO 12: IF T(J).:>0 THEN NEXT
J
3010 RETURN
3200 FOR A 1 = 1 TO W2:FOR Yl = l TO Wl
3210 IF B(Y1.X1)=0 GOTO 3230
3220 NEXT Yl . XI
3230 RETURN
3500 LOCATE Y+2,X: PRINT C*:B(Y,X>=B
35 lO RETURN
Program 4: Pentominos ForTl-99/4A
Insert Ihies 110-860 from the Coiiiiuodorf uer^iioii (Program 1).
fNote: Ifufing n dbk drive, ti/pe CALL FILES(l) before loadin-^
and nin)iiug flm pnij^rniuj
40 CALL CLEAR
50 PRINT "ta SPACESJPENTQMINOS" : :
60 GOTO 870
70 FDR 1=1 TO LEN(A*)
80 CALL HCHARtROW, COL+I , ASC (SEG«(A«
, I , 1 > ) )
90 NEXT I
100 RETURN
870 DIM XX (63,4) , yY(63, 4> ,PP<64) ,PP
«<13) ,SS(13) .TT( 13) ,BB(6,20>
B80 DIM XXI (5> , YYl (5) , XX2 ( 12> , YY2< 1
2) , UU C 12)
890 CT=5
900 READ P*,N
910 IF N=0 THEN 1040
920 T=T+1
930 PP*(T)=P*
940 SS (T) =V+1
950 FDR J=V+1 TO V+N
960 PP C J) =T
970 FDR K=0 TD 3
980 READ XX ( J ,K) , YY ( J , K)
990 NEXT K
1000 NEXT J
1010 V=V+N
1020 PRINT P*;
1030 GOTO 900
1040 CALL CLEAR
1050 PRINT ■' CHOOSE:": :
1060 FOR J=3 TO 6
1070 PRINT J;" BY ";60/J
1080 NEXT J
1090 PRINT
1100 INPUT ■■ SELECT 3 THRU 6: " : W 1
1110 IF ( Wl<3) + <W1 >6) + (WIOINT (Wl ) )
THEN 1040
1 120 W2=60/W1
1130 CALL CLEAR
1140 REM FIND NEW SPACE TD FILL
1150 GOSUB 1930
1160 P=J
1170 GDSUB 1970
1180 IF X1>W2 THEN 1500
1190 REM GET A NEW PIECE
1200 TT (P) =SS (P)
1210 ROW=CT
1220 COL=5+CT
1230 A«=PP*(P)
1240 GOSUB 70
1250 REM TRY FITTING PIECE
1260 C*=PPt(P)
1270 XXI (0) =X1
1280 YYl (0) =Y1
1290 FDR J=l TO 4
1300 X=XX CTT (P) , J-1 ) +X1
1310 Y=YY (TT (P) , J-1 ) +Y1
1320 XXI ( J ) =X
1330 YYl C J ) =Y
1340 IF (X< 1 ) + ( Y< 1 > + (X >W2) + ( Y>W1 ) TH
EN 1840
1350 IF BB(Y,X)<>0 THEN 1840
1360 NEXT J
1370 REM IT FITS - PUT PIECE IN PLA
CE
1380 B=P
1390 FOR J=0 TO 4
14 00X=XX1CJ)
1410 Y = YY1 ( J )
1420 GOSUB 2030
1430 NEXT J
1 440 XX2 (P) =X 1
1450 YY2(P)=Y1
1460 P1=P1+1
1470 UU(P1)=P
14B0 GOTO 1 1 50
1490 REM BOARD FILLED
15 00 ROW=15
1510 C0L=5+CT
1520 A*="50LUTI0N"
1530 GDSUB 70
1540 R0W=17
1550 C0L=5
1560 A*="FIND ANOTHER SOLUTION?"
1570 GOSUB 70
1530 CALL KEY<3,K,S)
1590 IF S<>1 THEN 15B0
1600 IF CHR*(K>="Y" THEN 1620
1610 END
1620 REM UNDRAW LAST ONE
1630 P=UU(P1)
1640 UU (PI > =0
1650 P1=P1-1
1660 IF P1>=0 THEN 1690
1670 PRINT "THAT'S ALL"
1680 STOP
1690 B=0
17 00 X=XX2(P)
120 COMPUre May1<?e4
THE PIECE
THEN 12ia
PIECE
PIECE
THEN 2020
1710 Y = YY2 CP)
1720 C$=" '■
1730 GOSUB 2030
1 740 X 1 = X
1750 Y1=Y
1760 FDR J=l TO 4
1770 X=XX (TT (P) , J- 1 ) +X 1
1780 V=YY ( TT (P J , J- 1 ) +Y 1
1 790 XXI ( J ) =X
1800 YVl ( J ) =Y
1810 B05UB 2030
1820 NEXT J
1830 rem' rotate
1840 TT (P) =TT (P ) +1
1B50 IF PP ( TT (P) ) =P
1860 REM GIVE UP ON
1870 TT(P>=0
1880 REM LOOK FOR NEW
1 8 *? 0 P = P 4- 1
1900 IF P>12 THEN 1 & 3 0
1910 IF TT(P)<;0 THEN 1B90
1920 GOTO 1200
1930 FOR J=l TO 12
1940 IF TT(J)=0 THEN 1960
1950 NEXT J
1960 RETURN
1970 FOR Xl=l TO W2
1980 FOR Yl=l TO Ul
1990 IF BB ( Yl , X 1 ) =0
2000 NEXT Yl
2010 NEXT XI
2020 RETURN
2030 R0W=Y+1+CT
2040 CDL=X+CT
2050 A*=C*
2060 GOSUB 70
2070 BB < Y, X ) =B
2080 RETURN
Program 5:
Pentominos For The Color Computer
hifert /im's 110-860 from the Cdinmodoye vcrfioti (Pw^nvn 1).
100 CLS: PRINT" CI 1 SPACES > PENTDM I NOS '
999 PCLEAR 1
1 000 DIM X (63,
3) , S ( 13) ,
1001 DIM XI (5)
U C 12)
READ P«,N:IF N=0 aOTO 1070
T=T+1:P*(T)=P*:S(T)=V+1
FOR J=V+1 TO V+N: PCJ)=T
FOR K-0 TO 3:READ X(J,K),Y<J,K
) : NEXT K, J
V=V+N:PRINT p* ;
GOTO 1010
PRINT364, "CHOOSE: "
FOR J=3 TO 6:PRINT J;" BY";60/
J: NEXT J
INPUT "SELECT 3 THRU 6";W1
IF WK3 OR Wl>6 OR W1<>INT<W1)
OOTQ 1070
W2=60/W1
CLS
REM FIND NEW SPACE TO FILL
GOSUB 3000: P=J : GOSUB 3200: IF X
1 >W2 GOTO 2170
REM GET A NEW PIECE
T (P) =S (P)
PRINT333, P* (P)
REM TRY FITTING PIECE
C«=P*<P):X1(0>=X1:Y1<0)=Y1:FDR
1070
10B0
4) , Y C63, 4) , P t64) , PS ( 1
T<13) ,B(&,20)
Yl (5) , X2( 12) , Y2 ( 12) ,
1010
1020
1030
1040
1050
1060
1070
1080
1090
1 1 00
1110
1 120
2000
2010
2020
2030
2040
2050
2060
2090
2 100
2110
2120
2 130
2140
2 150
2 1 60
21 70
2180
2190
?200
PIECE
P CT (P) )
PIECE
^P GOTO
J=l TO 4
X=X<T(P),J-1)+X1:Y=Y(T(P>,J-1)
+ Y1 : X 1 ( J ) =X: Yl ( J ) =Y
IF X< 1 OR Y< 1 OR X>W2 OR Y>W1
GOTO 2260
IF B(Y,X)<>0 GOTO 2260
NEXT J
REM IT FITS - PUT PIECE IN PLA
CE
B=P;FOR J=0 TO 4
X = X 1 ( J > : Y = Y1 ( J ) : B05UB 3500
NEXT J
X2(P)=X1 :Y2<P)=Y1:P1=P1+1:U(P1
)=P:GDTO 2 010
REM BOARD FILLED
PRINT33B5, " SOLUT I ON " : END
REM UNDRAW LAST ONE
P = U (PI ) : U (PI ) =0: P1=P1-1 : IF Fl<
0 THEN PRINT"THAT'S ALL":END
B=0: X=X2 (P) : Y=Y2 (P) : C*=" " : BOS
UB 3500
X 1 =X: Y 1=Y: FOR J=l TO 4
X = X(T(P),J-1)+X1: Y = Y <T (P) , J-1 )
+ Y1 : X I ( J ) =X : Yl ( J) =Y
GOSUB 3500
NEXT J
REM ROTATE THE
T(P)=T(P)+1: IF
2060
REM GIVE UP ON
T (P) =0
REM LOOK FOR NEW PIECE
P=P-H:IF P>12 GOTO 2190
IF T(P)<>0 GOTO 2300
GOTO 2030
FOR ,7=1 TO 12: IF T ( J > <>0 THEN
NEX r J
RETURN
FOR Xl=l TO W2;F0R Yl=l TO Wl
IF B(Y1,X1)=0 GOTO 3230
NEXT Yl , XI
RETURN
PRINT 3X+ ( Y+2) »32, C*; :B CY, X) =E
RETURN
Program 6: Pentominos For The Apple
Insert Hues 110-860 from the Commodore version (Proi^ram 1).
1000 DIM X<63,4) ,Y(63,4) ,P(64) ,P«('l3) ,
S<i3) ,T(13) ,B(6,20)
1001 DIM XI (5>, Yl (5) ,X2(12) ,Y2(12>,U<1
2)
1003 HOME : HTAB 16; PRINT "PENTOMINOS
": PRINT
1010 READ P»,N: IF N = 0 GOTO 1070
1020 T = T + lsP«(T> = P«:S(T> = V + 1
1030 FOR J=V+1T0V+ N:P(J) = T
1040 FOR K = 0 TO 3: READ XtJ,K),Y<J,K
> 5 NEXT K, J
10S0 V = V + N: PRINT P«}
1060 GOTO 1010
1070 PRINT ! VTAB (5>: PRINT " CHOOSE J "
: PRINT
1080 FOR J = 3 TO 6! PRINT J;" BY ";60
/ J: PRINT ; NEXT J
1090 INPUT "SELECT 3 THRU 6? ";W1
1100 IF Wl < 3 OR Wl > 6 OR Wl < > INT
<W1) GOTO 1070
1110 W2 = 60 / Wl
1 120 HOME
2000 REM FIND NEW SPACE TO FILL
2010 BDSUB 3000: P = J: GOSUB 3200: IF
XI > W2 SOTO 2170
2210
2220
2230
2240
2250
2260
2270
2280
2290
2300
2310
2320
3000
3010
3200
3210
3220
3230
3500
3510
May 1984 COMPUTE! 121
2020 REM BET A NEW PIECE
2030 T<P) = S{P>
2040 VTAB 1: PRINT P«(P): VTAB 12
2050 REM TRY FITTING PIECE
20i0 C* = P*(P):X1C0) = Xl:YiC0) = Yl: FOR
J = 1 TO 4
2070 X = X<T(P>.J - 1> + X1:Y = Y(T(P),
J - 1) + Y1:X1<J) = X:Y1(J) = Y
2080 IF X < 1 OR Y < 1 OR X > W2 OR Y >
Wl GOTO 2260
2090 IF B(Y,X) < > 0 GOTO 22t0
2100 NEXT J
2110 REM IT FITS - PUT PIECE IN PLACE
2120 B = P: FOR J = 0 TO 4
2130 X = X1<J):Y = YICJ)! GOSUB 3500
2140 NEXT J
2150 X2(P) = X1:Y2(P) = Y1:P1 = PI + 1:
U(P1) = P: ROTO 2010
2160 REM BOARD FILLED
2170 VTAB 1: PRINT " SQLUTIDN"}! END
2180 REM UNDRAW LAST ONE
2190 P = U<P1}:UCP1) = 0:P1 = PI - 1; IF
PI < 0 THEN PRINT "THAT'S ALL"; END
2200 B = 0:X = X2(P):Y = Y2(P)5C« = " "
: GOSUB 3500
2210 XI = X-.Yl = Yl FOR J = 1 TO 4
2220 X = X<T(P),J - 1) + XlsY = Y(T(P>,
J - 1> + Yl:Xi<J) = X;Y1(J) = Y
2230 GOSUB 3500
2240 NEXT J
2250 REM ROTATE THE PIECE
2260 T(P> = T<P) + 1: IF P«T(P)> = P GOTO
2060
IF T<J) < > 0 THEN
2270 REM GIVE UP ON PIECE
2280 T<P> =0
2290 REM LOOK FOR NEW PIECE
2300 P = P+1: IFP>12 GOTO 21<?0
2310 IF TCP) < > 0 GOTO 2300
2320 GOTO 2030
3000 FOR J = 1 TO ]
NEXT J
3010 RETURN
3200 FOR XI = 1 TO W2; FOR Yl = 1 TO W
1
3210 IF B(Yl.Xl) = 0 GOTO 3230
3220 NEXT Y1,X1
3230 RETURN
3500 VTAB Y + 4; HTAB X: PRINT C*:B<Y,
X) = B
3510 RETURN
M^m
,j^
Copv Atari 400/800 Cartridgn to Disk
and run them fram a Menu
ATARI CARTRIDGE-TO-DISK COPY SYSTEM $69*
Supflrcart tela vou copy AfJY cafX'xi^'} lor ihc Aiarj 4DO'BO0 to diskotle. anri Ihnfriiher run i! (rcrtiyOur
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MENU ROUTINE Aula kMdifiH morm piofnpts umh Ioi a £>A/f kevstroke selection
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• fvloctiinelonguage monitor
Ttie f^ONKEY WRENCH II also COntoins a
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Assembly, ond Auio - je'O poge addressing
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122 COMPUn! Mciy1P64
REVIEWS
Pitstop
Shay Addams
Racing games are nothing new,
but Pitstop from Epyx incorpo-
rates a realistic element of the
sport that sets it apart from
everything else on the track. In
addition to zooming around the
course as fast as possible, you
must develop a solid plan for
maneuvering your three-man pit
crew when you're forced to pull
in for fresh tires and refueling.
The game is available on car-
tridge for Atari, Commodore 64,
and Coleco Adam computers.
The action takes place on
one of six speedways, all based
on genuine tracks such as Le
Mans and Monaco, You can race
at any one, or opt for the "Mini-
Circuit," in which the program
picks three courses at random
for you to complete, one after
the other. Hardcore speed de-
mons will prefer the "Grand
Circuit" — it requires you to cover
all six tracks in succession, a
grueling marathon event. The
number of laps per race can be
set to three, six, or nine; skill
levels include Rookie, Semi-Pro,
and Pro. Up to four players can
compete by taking turns.
The race kicks off as you
push forward on the stick to
accelerate. The perspective and
graphics are similar to Enduro,
but unfortunately not as detailed
as Pole Position. While you accel-
erate, the gears shift automati-
cally, accompanied by authentic
sound effects. The screen scrolls
vertically, with a green back-
ground and yellow cars. Your
speed, elapsed time, and current
lap are constantly displayed.
No more than two other
cars are on the track simultane-
ously, but they are programmed
to swerve into your path or travel
side by side to prevent your
passing them. The main thing to
watch out for is bumping into
other cars or the sides of the
road. An accident won't cause a
colorful explosion the way it does
in Pole Position, but it will reduce
your speed as in Baja Buggies.
Trouble With Tires
This is where Pitstop takes a de-
tour from the familiar "race
around the track" scenario of
similar games. When you smash
into another car or the railing
alongside the road, the corre-
sponding tire is damaged. Start-
ing off a deep blue, the tires
change to a different hue each
time you have an accident. Sus-
tain too much damage and the
tire explodes, knocking you out
of the race. You've got to keep
an eye on the color of all four
tires and be ready to pull into
the pits when they turn a bright
red (indicating that they'll burst
on the next collision).
The pit area is located to the
right of the finish line. An inset
map on the left displays an over-
head view of the course, with
your car's current position and
the finish line prominently
marked. Turn into the off-ramp
on the right as you pass the finish
line, and the scene cuts to a three-
quarter perspecHve of your car
sitting in the pits. Now your
vehicle is revealed as one of those
low-slung, Indy 500-type racers,
and is larger and much more
detailed.
Action In Ttie Pits
A member of your pit crew waits
on each side of the car, standing
by to change the tires. Another
is behind you, gas hose in hand.
If the horizontal fuel gauge says
you're running low, it's best to
get the gas pumping immedi-
ately. This is done by using the
joystick to move a cursor over
the man, then hitting the fire
button. Now you can steer him
into place, where he automati-
cally starts refilling your tank.
Tires are changed by ac-
tivating one of the other men
and moving him to the tire you
want removed. He'll latch onto
it, and you can guide him to a
stack of fresh tires. When he
touches the stack, the tire he's
holding turns a deep blue to
indicate that he's got a new tire,
which he can then attach to the
car. But keep your eyes on the
gas gauge, because if you don't
remove the nozzle when the
tank's topped off, the gas spills
over and you have to fill it up
again.
While all this is going on, a
timer at the top right of the screen
shows the seconds ticking away
to remind you how much time
you're losing in the pits. Another
digital display at bottom left tells
you how much overall time has
elapsed since the race began.
To underscore the urgency of
getting out of the pits as quickly
as possible, the rest of the cars
keep racing past in the back-
ground, their engines buzzing
as they gain distance on you.
When you're ready to roll, posi-
tion the cursor over the man in
front of the car and he'll raise his
flag to wave you back onto the
track.
Muitipiayer Competition
You can make it through three
laps around most tracks without
May 1984 COMPUTE! 123
a stop for gas or tire changes,
but the only fun involved in this
is trying to beat your best time
for the same course. Pitstop's
more enjoyable in group play.
When one driver completes the
set number of laps, the next one
takes a whirl around the track.
After the race, each player's time
is posted, along with his portion
of the $94,000 prize money. If
you're competing in a Mini- or
Grand circuit, the overall
winnings are displayed at the
bottom. If two or more players
tie, the one who started first
wins, so flip a coin to determine
who goes first.
In addition to the exciting
competition and action, Pitstop
requires strategy and split-
second decision-making that are
missing in other racing games.
Should you try to finish the race
in spite of a severely damaged
tire, or pull into the pits and at
least insure that you complete
the race? Is there time to change
all four tires? Situations like these
put a real edge on the game play.
Since veteran race car drivers
agree that many professional
races are won in the pits, not on
the track, Pitstop has to be one of
the most realistic and playable
racing simulations available.
Pitstop
Epyx Computer Software
W43 Kiel Court
Sunnyvale, CA 94089
Atari, 64 versions, $39.95
Coleco Adam version, $53 ©
Button For VIC And
TRS-80 Color Computer
Michael B. Williams
Not wanting to imitate the other
arcade games on the market.
First Star has introduced a game
which is refreshingly original —
and very entertaining.
In Panic Button, you have
been hired to assemble various
objects whose parts parade on
three continuously moving con-
veyor belts. On the first level,
robot parts are ejected from the
three chutes at the top of the
screen. Not only must you catch
up to them, but you must as-
semble them in the proper order to
be given credit for the item.
Should you accidentally place
the robot's feet on its head (an
improper sequence), no credit is
given for the item, nor are its
parts reusable, since there is no
way to separate any two joined
parts. I found it frustrating: No
sooner had 1 completed two- thirds
of an object than an incorrect
part dropped from a chute and
attached itself to mine. Surpris-
ingly, this occurred in my favor
as often as it did against me.
After a while, especially
during the harder screens, these
124 COMPUn! May 1984
Parts continuously flow from three
conveyor belts in Panic Button (Color
Computer version).
"rejected" objects (obviously
thrown by your boss in anger)
begin to fly around the screen,
at times bumping into you and
making your job even more dif-
ficult. I almost found it more
than I could handle, having to
race around the screen to retrieve
objects moving nearly as quickly
as I was.
Houses, Telephones, And
Lamps
In later screens, you will find
three-layered cakes, houses,
telephones, televisions, and
finally lamps dropping from the
chutes. After every screen, it
becomes progressively more
challenging to complete your
minimum order as the conveyor
belts move faster and the number
of objects you must assemble
within the two-minute limit in-
creases. After completing the
second screen, you have a much-
awaited opportunity to fling a
pie into your boss's face — but
that is not what gets you fired.
Panic Button breaks away
from the three-man tradition
and provides you with only one
worker. Should he fail to fulfill
his minimum order of assembled
items, the boss spares no time in
firing him (where's another pie?).
You have only one thing
going for you in this game — the
"panic button." You activate it
by using the joystick button to
move your character over to the
operating switch. This slows the
conveyors to a halt, allowing
you to freely gather the objects
around the factory. (Unfortu-
nately, it has no effect on the
clock, which continues to run
down.) But your enraged boss
soon comes to restart the con-
veyor belt, and you continue
your frantic race against time.
An "external" panic button
not mentioned in the rather
skimpy documentation is the
space bar: Pressed at any time
during the game, it pauses the
action indefinitely. I found my-
self using this panic button more
than the other.
First Star's decision to de-
velop a game with a unique con-
cept is refreshing, but an original
game is not always a good game.
With Panic Button, however.
First Star has succeeded. I rec-
ommend it to anyone who enjoys
nonstop action — and even to
those who do not. After all, that
is the reason the "panic button"
exists.
Panic Button
First Star Software. Inc.
22 East 41st Street
NcwYork,mW017
Color Computer or VIC (8K expansion)
tape, $24.95
VIC cartridge S34.95
Color Computer cartridge $39.95 ©
AATARI
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TECHNICAL NOTES
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Atari 400 Keyboard (In Home) $35
Programmer Kit ..$48 Enlertainer Kit ...$64
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^ 1541 DISK DRIVE ... $239
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1525Prim8f $239 1600Hod«m .$59
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Adv. 1-12 each (C) $18
PrBppie{C/D) $20
Prep pie II (C;D) $23
Di5key(D) $33
Sea Dragon (C/D) ....$23
APX
Eastern Front (C/D) . . $23
747 Land Sim. (C/D) ..$17
Fig-Forth (C) $30
ATARI INC.
Microsoft Basic II (R) . $62
Mickey in Great
Outdoors (C/D) $36
Paint (D| $30
Speett Reading |C) ... $54
Qix Ifi) $30
Dig Dug (R) $30
Atari Wriler(R) $68
Donl<eyKong(R| $30
Time Wise (D) $23
Visicalc(D) $139
Juggles House (C/D) .$22
Juggles Rnbw (C/D) ..$22
Pilot (Home) $55
Galaxian $30
Defender $30
ET $34
Microsoft Basic (D) . . $62
Macro Ass. &Edi 1(D) . $62
Assembler Editor (fl) ,$42
Basic Cartridge (R) ... $45
Pac Man (R) $30
Centipede (fl) $30
Caverns of Mars (D)
Star Raiders (R)
Conv. Lang. Ea. (C) .
Music Composer (R)
Super Breakout (R) .
My First Alphabet ID)
Prog.2&3(ea.KC) . . .
Word Processor (D)
. $2B
. $30
$42
. $31
. $26
. $26
. $21
.$102
Pilot (Educ.) $92
Touch Typing (C)
Home File Mngr{D|
$19
. $36
AUTOMATED SIMUL.
Hellfire Warrior (C/D) . $27
KngArthr's Heir (C/D) $20
Invasion Orion (C/0) .. $17
Tampleof Aps. (C/D) . $27
Star Warrior |C/D| $27
Dragon's Eye (D) $20
Crush Crumble (C/D) . $20
AVALON HILL
VC(D) $17
B-1 Nuc- Bomber (C) . . $12
Legionnaire (C) $23
BRODERBUNO
Sky Blazer (D) $22
Banls St. Writer (D) ... $46
A.E. (D) $23
Arcade Machine (D) ..$39
Choplitter(D) $23
CBS
Mountain King (Rl ... $27
Boulders i. Bombs <R) $27
Krazy (each) $34
CONTINENTAL SOFT.
Home Accountant (D) $48
Tax Advantage (D| ...$39
DATASOFT
TbxI Wizard (D) $65
Graphtc Master (D| ... $27
Micro Painter (D) $23
Lisp Interpreter (D) . . . $79
Graphics Gen.(D) $17
Basic Compiler (D) ... $65
Zaxxon (C/D) $27
DONT ASK
Sam(D) $39
P.M. Animator(D) $23
Teletarl (0) $27
$20
$20
$20
S74
$74
.$39
EDU-WARE
Prisoner 11(D) $27
Spelling BeB(D) $27
Compu-Bead(D) $20
Compu-Math Fr. (D) . . S27
Compu-Malh Dec. (0) . $27
EDUCATIONAL SOFT.
Tricky Tutorial
1,2,3 or K (C/D) $15
Tricky Tutorial
5,6 or 7 (C/D)
INFOCOM
Suspended (D) $34
Zorkl,llorlll(D| $27
Slarcross(Dl $27
Daadlina(D) $34
JV SOFTWARE
Jrnyto Pints (C/D) . , .
Action Quest (C/D) . ,
Ghost Encount.|C/D)
LJK
Letter Perfect (D| , .
Data Perfect (D)
ON-LINE
Ultima 11(D) , --
Marauder (0) $23
Lunar Leeper(D) $20
Wiz 4 Princess (D) ,.,$22
Frog ger (C/D) $23
CrossfirB(R) $23
OPTIMIZED SYSTEMS
0-65(0) $58
Bug-65 (0) $23
MaJt-65(D) $58
Basic A -f (D) $58
ROKLAN
Gorf ID) $27
Gorf(R) $30
Wizard of Wor(D) $27
Wizard of Wor{R) $30
SIRIUS
Alpha Shield (R| $27
Wavy Navy (D) $23
Bandits (O) $23
SPINNAKER
Snooper Troop 1, 2(D) . $30
Kindercomp(Dl $20
Rhymes & Riddles (D) $20
Hey Diddle Diddle |DJ . $20
SrchAm2naThnBs{D) $27
Slory Machine (0) . , . . $23
FaceMak8r(D) $23
STRATEGIC SIM.
Cosmic Balance (D| .
Cosmic Balance II (D)
Tigers InSnow (C/D) . .
Battle olShlloh (C/D) .
Battle of Norm- (C/D) .
Galacllc Gladiator (0|
Cytron Masters JD) . . .
SYNAPSE SOFTWARE
FII«MngrS0O+ 165
Protector II (0)$23(R)$29
Shamus . .. (D)$23(R)$29
Fort Apocalypse (C/D) $23
Shamus II (C/DI $23
Necromancer (C/0) , . . $23
Pharoh's Curse (C/D) . $23
THORN EMI
Soccer (R) $34
JumboJst(H) $34
Subn-iarineComm. (R| $34
USA
Atari Wor)d(D) $39
3-D Sprgrphcs (C/D) ,.$27
MISCELLANEOUS
Sargonil , . (C) $20 (D) $23
Financial Wizard (D) , , $41
Ca3lleWolfen5leln(D| $20
f*!aster Type (D) $27
MllllonalrB(D| $52
Astro Chase (0) $22
AIIBaba(D) $22
Miner 2049er (R) $34
Sammy Sea Serp, (C) . $13
Plnbal[(D) $20
Printers/Etc.
GEMINI 10X
GORILLA . .
$279
$199
CITOH
Prov^riter $345
Prowriterll $629
Slarwriter $1149
J,, Printmasler $1448
NEC
B023 A-C $409
3510 $1375
3530 $1579
3550 ,,.$1779
7710/7730 $1998
$345
$486
. . $669
. SI 299
PROWRITER
SMITH TPI .
SILVER REED P
QUME 11/40-1- .
OKI-DATA
Microline82A $398
MicroiineaSA , $638
Microlinea4P $958
Microline92 $488
Microline93 S85S
DIABLO
620R $939
630R $1719
MONITORS
AMOEK
Color I $289
V300 , $139
V300A $149
Color II $449
GRN(JB1260) $115
GRN(JB1201) $155
ColorComposite . . $298
RGB Color $598
MODEMS
HAYES
Smarimodem $209
Smarlmodem 120Q , , $498
Micromodem II $259
NOVATION
J-Cai $99
Apple Cat II $259
0-Cat , , $149
COSMIC
COMPUTERS
. $27
«J 727 BREA CANYON RD
: $27
$27
$27
$27
UNLIMITED
SUITE 16
WALNUT, CA 91789
ORDER LINES OPEN MON-SAT 8 am - 8 pm
(800) 626-7642
PLEASE FOR ORDERS ONLY
SORRY, NO COD'S
(714) 594-5204
FOR TECHNICAL INFO, ORDER INQUIRIES,
OR FOR CALIFORNIA ORDERS
Add S2 50 shipping (ler software order m continenlal u s Add $5 00
shipping per sollwjie order for AK. HI'. FPO-APO Add $10,00 or 15%
(wfiictieuer is grealerl pet software order (or non-U. s. Cill foi cost ol
hardware shipping. Calil. residents add t'h'A sales lai. Cashiers
checks 0/ money orders hired wilhin Zt hours (or items in stKk
Personal checks require i weeks to clear. MasterCard and Visa OtC lor
soltwate only within continental U.S., add 3W surcharge. Include caru
no,, enpiralion dale and signature. Due loour low prices, all sales are
linal All delective returns must have a return aulhorijalion numtKr.
Please call lo obtain one Delore returning goods lor replacement or
repair. Prices & availahility suOjecl 10 change.
Mtiltiplan CALL
Script 64 S77
Calc RE?sult Prof S1 14
Calc Result Easv S68
Trie Home Accountani S48
Delphis Oracle 189
Word Pro 3 with Spell S78
ACCESS SOFTWARE
Neutral Zone (C/DI ... $26
Sprite Master(C/D) , , , $27
AVALON HILL
Nukewar(C| $12
Planet Miners (C) , ... $12
Androm, Conquest (C) $14
Midway Campaign (C) $12
North All. Convoy (C) . $12
Camp. Stcks/Bnds(C) $15
Computer Football |C) $18
Telengard(C] $16
BATTERIES INCLUDED
Paper Clip (D| $85
Dslotiis Oracle(0| 89
BRODERBUND
Chopli(ter(R( $29
Serpentine (R) $27
Sealox (R) $27
David sMidnlstitIO) . . $23
COMMODORE
Easy File (D) $75
Easy Finance (D) ... $38
Easy Mail (D) $38
Easy Script (D| $75
EasySctiedule(O) ...$59
Logo(R) $75
Pilot (D) $75
Assembler (D) $38
Music Machine (D) ...$25
Music Composer (D| .. $25
Meza Music (D) J75
Video/Music Supl. (01 $38
Jupiter Lander (R| .... $25
Hadar Rat Race (R| ... $25
SeaWolt(R) $25
Kickman (R) $25
COMM.DATA
PaKacuda . (C|$l<) |D)$18
Escp. MCP . (C|$1<1|D)$1S
Centropods {C)$14(D)$18
COMPUTERMAT
Arcade-Pak(C) $18
Educa!ion-Pak (C) . , , , $18
CREATIVE SOFTWARE
MoondusI (Rl $25
Trashman(R) $25
Save New York (R) , , , $25
Astroblilz(R| $25
Household Fin,(D) , . , $25
DATA 20
Video Pak 80 , $139
280 Video Pak $229
ENTECH
Finance Calc 64 ,',,,,$34
Data Base 64 $56
Invoice Ease 64 $56
EPVX
Temple ol APS (Dl , , , $27
Upper Reach, APS (D) $14
Jumpman(D) $27
HES
HES Modem $59
6502 Prot,Dev.Sys,(C| , $22
Hesmon 64 (R) $27
Turtle Graplcs 11 (R) , , $4t
Heswriler64(R| $32
Gridrunner(R) $27
Retroball (R) $27
INFOCOM
Zorki. llorllKDI $27
Deadline (D) $35
Slarcfoss (D| $27
JIN SAM
Mlnigiol(R) $75
LITTLE WIZARD
Pro,Mail,Llsl (C)$22(D)$25
Stockmaster
(rnvenlory) |C)t25(D«28
LOQISTIC
Datacalc64 |C)$55(D)$59
Homo Journal (Dl $55
MICROSPEC
Payroll System (D) , ,, $73
Inventory Pkg(D) ,,,,$73
General Ledger (D) , , , $73
Disk Data Mgr(D) $62
Mail ListMgr(D) $41
Checkbook Mgr(Dl , , , $39
M-SOFT
M-FilelD) $89
ON-LINE
FroggBr(Dl $23
Jawbreaker ID) $20
PACIFIC COAST SOFT,
PCS (80 Col BD, Word Proc,
D, Base, Spreadsheet) CALL
Account PAC (C/D) , , , $34
File PAC (D) $30
Editor PAC (D) $39
Inquire PAC ID) $57
Happy TutorTypng(D) $18
PROFESS. SOFTWARE
Wordpro3 + ;64(D) . . . $6a
QUICK BROWN FOX
Prof.Word Proc. (R) . . . $50
RAINBOW
Writers Assistant .... $95
Spreadstieet Assist. . . $95
FileAssistanl $95
SIRIUS
Blade/BlackpoodlB{D) $27
Type Attack (D) $27
Repton (D) $27
Critical Mass(D) $27
Snake Byte (0) $23
Way Out (D) $27
Fast Eddie (Dl .. . $23
Turmoil (D) $23
Spider City (Dl $27
Squish'EmlO) $23
Final Orbit (D) $27
Alpha Shield (D) $27
SKVLES ELEC. WORKS
Busicalc(C/D) $52
Bus iwf iter (0) $72
SPINNAKER
Snooper Troops 1 (D) . $29
Pacemaker (D) $23
KindorcompdJ) $20
Hey Diddle (0) $20
Most Amaz. Thing (D) . $27
SYNAPSE
Fort Apocalypse (C/D) $23
Survivor (C/D) $23
Orelbs |C/D| $23
Ptiaroh's Curse (C/D) , $23
Protector 11 (D) $23
Morgal(D) $23
Shamus(D) $23
TAYLORMADE
Touch Typing Tutor
3,0 (0) $21
TIMEWORKS
Rbbfs/Lost Tomb (C/0) $21
Wall Street (C/D) $21
Money Manager (C/D) $21
Data Master (C/D) , , , , $21
Oungeons ol Aig,
Dragons (CfO) $21
TOTL
Text 2,6 ,-, 1C)$32(D)$34
Label 2.6 .. (C)$15{D)$17
Time Manager 2.6(C) .$24
Time Manager 2.6(D) .$27
Resrch Assist. 2.0 (C) . $24
Resrch Assist. 2,0 (D) , $27
UM)
Motor Mania (C) $20
Renaissance (C) $27
VICTORY
Annlhllator(C/Di $16
Kongo Kong (C/D) $16
Trek (C/0) $14
Adv, Pack #1 (C/D) , , . $16
Adv, Pack#2(aD) , ., $16
Grave Robbers (C/D) , , $13
Chomper Man(C/D) ,,$18
Questions Beginners Ask
Tom R Halfhill. Features Editor
Are you flunking about bux/iiig a amiputcr for the first
tiiitc, hut you do}i't kfiow iiuicli about coiiiinitcrs? Or
maybe you just purchased a computer and are stUl a bit
baffled. Each month in this cohnun, COMPUTE! will
answer questio}is frequently asked by beginners.
What is a motherboard?
A A motherboard is the main circuit board of a
computer. All other boards are connected to
the motherboard.
The most important component on the
motherboard is the central processing unit
(CPU) — the central brain of the computer. The
CPU is a microprocessor chip which performs or
supervises all computer operations. It fetches
each program instruction one at a time, executes
it, stores the result, and then fetches the next
instruction.
The motherboard also contains support chips
required by the CPU: usually a video chip to con-
trol the TV display; input/output chips to handle
the exchange of data with such peripherals as the
disk drive, tape recorder, or printer; and perhaps
a sound chip for music and sound effects.
In some computers — such as the Apple, Atari
800, and IBM PC/PCjr— the motherboard has long,
narrow sockets called slots into which accessory
boards can be plugged. Memory boards full of
RAM chips (Random Access Memory) often fit
into these slots. Other accessory boards (or cards)
might include operating systems, disk drive
controllers, printer interfaces, direct-connect
modems, 80-column video expanders, graphics
expanders, and even piggyback processors (boards
with another CPU to allow the computer to run
different types of software). That's why mother-
boards with several internal slots make a computer
more versatile.
Some computers, including most home com-
puters these days, contain only one circuit board —
the motherboard. All the components are con-
tained on this main board: the CPU, support chips,
RAM chips, and ROM chips (Read Only Memory).
126 COMPUTE! Mav1984
Consolidating all the boards into one motherboard
makes the computer smaller, lighter, and — most
important from the manufacturer's point of view —
cheaper to produce. For example, original Atari
800s contain six boards, and that's even before all
the slots are filled with accessory boards. But the
new Atari 800XL, which replaces the 800, contains
only one board, even though it has more memory
(64K RAM versus 8K^8K). Obviously, the 800XL
costs less to manufacture.
Of course, a computer without slots for ac-
cessory boards would not be as versatile. So single-
board computers generally have an expansion
slot or system bus on the rear. This allows accessory
boards to be added externally. The accessory
boards resemble large cartridges because they are
enclosed in protective plastic or metal housings.
This still leaves one problem. How can more
than one accessory board be plugged in at once?
Naturally, there's a solution — an expansion box
or motherboard extender. Both devices convert a
lone expansion slot into several slots. For instance,
you can expand a Commodore VlC-20 from the
standard 5K RAM to 24K RAM by plugging a
motherboard extender into the rear expansion
slot, and then plugging 3K and 16K expanders
into the motherboard extender.
Occasionally this is necessary even on com-
puters with internal slots on the motherboard,
such as the IBM PC. To fully equip a PC, some-
times the five internal slots just aren't enough. <Q
ATTENTION PROGRAMMERS
Our company is small enough that you won't get lost in
the shuffle and our distribution is large enough for you to
make significant royalties. One of our outside program-
mers made over $18,000.00 in royalties from our first
sale of his program lo one mass merchandiser! (Our
royalties are generous.) His program wasn't quite finished
when it was submitted to us, but we could see its possi-
bilities and aided in its completion.
If you have an exceptional original program for the Com-
modore 64 that would appeal to a wide audience, contact
our new program manager.
ACADEMY SOFTWARE
P.O. Box 6277, San Rafael, CA 94903 (415) 499^850
SPECIALS sn INTEGRATED CIRCUITS
6502 SI 4.90 6520 ^ 4.00 6522 9 5.00 4116 @ 1.85
2532 jii 5.90 2716 gi 4_45_6tj6 ?)_6_45_4164 <s> 6.90
Anchor /^
Automation
Signalman
MODEMS
FREE SOURCE MEMBERSHIP WITH SIGNALMAN
All Signalman Modems are Direct Connect, and provide the
tiest price-perfofmance values. Duler md OEM inqulriei
iititeil
VDlksnioil em with comiigter cable 6fl
Mark VII Aulo Dial/Auto Answer 99
MarK XII Smart Model '1200/300 279
DrHJifETsiiiifTiiiiidiiii"" m
DC Hayes Smartmodem 1200/300 519
130
Clll
95
29
129
20
64
56
72
48
22
32
49
PROM QUEEN for C64t)r VIC
Apple Emulator for Commodore B4
STAT Statistics Pickage lor C64
Solid Oak 2 Level Stand for C64 or VtC
C64/VIC Switch (networking)
BACKUP VI.O tape copier lor C64 or VIC
CAROBOARD/5 Molhertjoard • VIC
CAROBOARD/5 Motherboard ■ C54
CARO PRINT G Printer (nt with Graptiics
CARD PRINT B Printer Intefface— C64/VIC
CARDB0ARD/3S Motherlward - VIC
CARDCO C64/VIC Calculator Keypad
CARDRAM/16 RAM Expansion ■ VIC
Complele CAHDCD Line In stock
CIE and VIE IEEE Interfaces in stock
MSD SuperDrive for CG4 or IEEE 36S
MAE Assembler (or CS4 50
Koala Pad Touch Tablet— C64 or VIC 75
CBC 4/12 Analog to Oigitil 4 clian/12 m 179
MULTIPLANforCB4 79
Dust Cover (or C64 or ViC 6
Grand Master Chess for C64 24
COMAL Langoage lor CB4 14
Willi sprites, color graptiics, sound, turtle graphics.
BosCanl II from Batteriti included 159
ULTRA BASIC -64 with Turtle Graphics 37
Super Disk Utility - C64 - includes bacltup 19
MicroChess-C64 - 8 levels of play 17
HES MODEM wHhsoltware for C64 45
Commodofe 64 Programmets Reference Guide 16
WordPro 34-/64 with Spdlrigbt B5
ViCofitroller (also C54| - BSH Controller 50
COM VOICE Synthesizer for C64 Of VIC 139
VIC products in Stock - call for extra discounts.
Victory Software lor VIC and C64 in itock.
APPLE— JFRANKUNWeMS
FHANKLIN— complete line in slock
OUENTiN Drives lor Appie/Fraakiia 189
Swapper Stopper 26
automatic switch Ijetween paddles and Joystick
KRAF Apple Joystick 40
Kraft Apple Paddle Pair 30
Koala Pad Toucii Tiblel-Appie/Fnnklio 90
SPINNAKER Software in slock
Bmderhund Software in stock
16K RAM Card for Apple 59
Muifiplan— Mlcniiolt 185
Solid Oak 2 Level Stand lor Apple 29
Serial Card for Apple 89
MPC RAM/aO column card lor lie [AP/TXI] 139
280 Soflcard and CP/M (Micfosofll 235
RANA Elite I with Conlroller 389
Parallel Primer Interface/Cable 69
Microtek and MPC Interlaces In stock
Grapplef + Interface J35
DC Hayes Micromodem II, lie with Smartcom 245
PFS; File or PFS: Report or PFS: Gnph 95
Videx 80 Column Card 209
Apple Blue Book ] g
Q commodore
Ste IIS for Personal. Business, anil Educationil
reiiuireDients. Educational Dlscaunts available.
PJEtSCANI $245 base piriice
Allows you to connect up to 30 CBM/PET Computers to
shared disk drives and pf inters. Completely transparent to the
user Perfect for schools or multiple word processing cotv
figurations. Base cofifiguration supports 2 computers. Addi-
tional computer taioips StOO each.
COMPACK/STCP
$115
Intelligent Tennifiai Package tor PET. CBM, C64
Includes ACIA Hardware / STCP Software
SCREEN MAKER 80 Colunifi Adapter rarC64 T39
Provide big screen capability (or business applications.
Copv-WrHer Wonl Pmcessor for C64 49
Full-leatured package witfi 800 lines of text in memory.
Includes double column printing, graphic capability, full prin-
ter support.
Special Screenrpaker/CDpy-Writer Combo _ 179
VICTORY Soltware lor VIC and C64
Ivletamorphosis 16 Creator's Revenge 16
Labyrinth of Creator 16 Galactic Conquest 16
Kongo Kong 16 Annihilatof 16
ChomperMan 16 Grave RobtKrs 13
Bounly Hunter 16 Adventure Pack I or II 16
PAPErcUPVVcnl'Precwsor-CBM/CBV 60
ORACLE Data Base from Batlenes Included 89
SPINNAKER Software C64. Apple. IBM. Atari
Compute's First Book ol PET/CBM 1 1
POWER ROM Utilities lor PET/CBM 78
WordPro 4+ - 8032, disk, pfihler 285
VISICALC tor PET, ATARI, or Apple 189
Compute's First Book ol 64 Soond & Graphics 1 1
SM-KIT enhanced PET/CBM ROM Utilities 40
PET Spacemaker II ROM Switch 36
Compute's First Book of Games 1 1
Di/slCovertof PET, CBM, 4040. Of 8050 8
CmC Interlaces IADA1S00, ADAI4S0. SAOI in stock]
Compulel's Reference Guide to 64 Graphics 1 1
Computel's Machine Language for Beginners 1 1
HES Software and Hardwire In stock
UMI products In stock
FlexFife for PET/CBM/C64
$59
OalaBase, Report Writer witfi calculations. Mailing Lists.
Easy to use, and can be modilied.
FOHTH lor PEt/CM full FIG model - Cargile/Riey Sij
includes all FORTH 79 Standard extensions, structured 6502
assembler with nested deciskin macros, standard 16x64
screens, ability to read/write BASIC sequential files, sample
programs, introductory + reference manuat
Metacomplller for FORTH for independent object code 30
Hosting Point lor FORTH _ _ ^^
KMMMPASCALTriorFEt/c'BI^^^^^^^ 99
Virtually full Jensen-Wirlh implementalinr is now suitable for
advanced placement courses.
EARL lor PET/CBM Oisk-based ASS£MBLE_R_ 65
Svperfiraplilcs - BASIC Language Eitensloas 4S
Fast graphics. Mund_,_turlle graptiics routines fof PET/CBM.
BAWROM (Of_P_ET/CBM _4K $75 8K S9()
COMJlTijngiiage'l'oTcM.WC 14
CBM Public Domain Software - C64 27 disks 75
STAT lor PET/CBM/CE4 and Apple 95
Comprciiensife Statistical Analytis Routines
Includes complete file handling capabilities. SJimmaty statis-
tics, confidence intervals, hypothesis tests, exponential mean
tests, multiple atKl power series regression, analysis of vari-
ance, histograms, and non-parametric tests,
Pagejjite M Commiod Word ProMSSor ZO
Full-featured package for all Cominodore computers.
Full screen editing, and supports disl<, tape, and all
printers.
DISK
SPECIALS
Scotch (3M) 5" ss/dd
Scotch (3M) 5" ds/dd
Scotch (3 rv1)B"ss/sd
Scotch (3I«) 8" ss/dd
10/2.10 50/1.90 100/ 1.86
10/2.65 50/2.45 100/2.40
10/2.20 50/2.00 100/1.98
10/2.80 50/2.50 10Q/2.47
We stock VERBATIM DISKS
Write far Dealer and OEM prices.
Senlinal 5" ss/dd
Seminal 5" ds/cW
10/1.80 50/1.75 100/1.65
10/2.40 50/2.35 100/2.25
We stock Dysan disks
Wabash 5" ss/sd
Wabash 5" ss/dd
Wabash 5" ds/dd
10/1.50 50/1.45 100/1.40
to/ 1.80 50/1.75 100/1.65
10/2.50 50/2.45 100/2.35
We stock MAXELL DISKS
Write far dealer aaij OEM prlcei.
Disk Storage Pages 10 lor $4 Hub Rings 50 for S6
Disk Library Cases 8"— 3.00 5"— 2.25
Head Disk Cleaning Kits 12
AMARAY Disk Storage Systems in slock.
Innovative Concepts FLIP 'N' FILES in slxi(.
CASSEHE TAPES— AGFA PE-6 11 PREMIUM
C-10 10/ .61 50/ .58 100/ .50
C-30 10/ .85 50/82 100/ .70
f^Mgrn
data
systems
ZVM-122A 99 ZVM-123G 89
ZVM-131 300 ZVM-135 490
ZI00 16-bll/8-l>ll System CALL
Z29 Terminal (DEC and ADM compatible) 680
Z-1 SO IBM PC COMPATIBLE CALL
Z-IGQ PORTABLE PC CALL
We stock entire Zenith line.
USI Vlilea JAonitors - Green or AMBER 20 MHz bi-rtt
Dealer and jlEM inquiries jniriletf
WHITE FOR IBM PC COMPATIBLE PHICES
MuHiPlan— IBM or Apple IBS
Ouadboard for IBM available
KOAU PAD Touch Tablets— Apple, Alan, IBM. CBM
Peachtexl 50Q0 Software Package 209
PFS Software lor IBM and Apple in stock
SPINNAKER Software C64/yiC, Apple. IBM. Atari
VOTRAX Pefsonal Speech System 269
BMC 9191 Color Monitor 229
BMC 12A 12" Green Monitor 79
DynsK (Brotlied OX- 1 5 Oiisy Wlieel Pif nier 469
Biolher HH-Z5 Daisy yniieel Prieter (25 cps| 769
Itoh Prowriler Parallel Punter 379
PaaasMic 1 090 Printer with Contspoitdtoci Made 279
Gemini I OX 289
EPSON, Okiilili. Star Micmics prlileii in itxk
USf CompuMOD 4 R F Modulator 29
Wo Slack AMOEK Moiltsrs
A P Products 15% OFF
COMPUTER COVERUPSIfJ STOCK
BROOKS E DuKet Serge Snppretser/Nolte Filler U
Surge Suppressof-6 outlet 29
Electfohome 1302-2 13" Hi-res RGB Monitor 335
Panasonic 12" Monitor (20 M H2) with audio 1 35
Sjfienek SrM-l Mlcncompuler 189
Hewlett Packard
Write or call for prices.
Eg|
DATASHIELD BACKUP POWER SOURCE $265
6atte*v back up Uninlerr^ptible Power Supply with surge and
noise (illering. The answer to your powef problems.
rnMir^ *E Strck ENTIR^^
S PI N N A K E R and Broderbunij Software in stock.
21 5-822-7727
252 Bethlehem Pike
Colmar, PA 18915
A B Computers
WRITE FOR CATALOG. Add Sl-50 per order tor United Parcel.
We pay balance ot UPS surface shippirjg ctiarges on all prepaid orders
(add extra tor mail, APO/FPO. air) Prices include cash discount
Regular prices sl.ghtly fiigher Prices subject to ctiange
Computers And Society
David D. Thornburg, Associate Editor
Computers In The Workplace
I can't remember the exact occasion, but about
three years ago mv son (who was then seven years
old) was being taken to lunch by a friend of mine
in downtown Palo Alto. As the two of them
walked down the street, my boy looked in the
window of an office where he saw a woman typing
some correspondence. "What is she doing?" my
son asked. "She is typing a letter/' my friend
replied. At that, my son looked again and said,
"That's funny; I thought only men typed."
I thought it was pretty funny too — for a while.
My son knows tliat I spend a lot of time at a
keyboard, much of it writing articles and books.
In fact, 1 am happy he sees that keyboards are not
the sole domain of female typists, but are be-
coming increasingly used by men. But any stereo-
type is dangerous; it is as dangerous for my son
to think of men as typists as it is for women to be
typecast in that role.
A Difference In Use
As 1 thought about the incident some more, it
became apparent that there was perhaps a dis-
tinction in the ways that keyboards were being
used by men and women, especially in business.
In most businesses it appears that male keyboard
users are using spreadsheet programs, or per-
forming other analytical or forecasting activities
with computers, while the majority of women
employees are using keyboards connected to
David Thornburg is an author and speaker mho has been
heavily involved with the personal computer field since 1978.
His main interest is in making coiupiitcrs responsive to
people's needs. He is the inventor of the KoalaPad graphics
tablet and is the author of nine books about programming.
His recent series Computer Art and Animation (Addison-
Wesley) includes four books on Logo for the Atari, Commo-
dore, Radio Shack and TI computers. Discovering Apple
Logo (Addison-Wesk']/) shows how Logo can be used as a
tool for exploring the art and pattern of nature. He has beai
called "an enthusiastic advocate for a humanistic computer
revolution," and his editorial opinions have appeared in
COMPUTE! since its inception.
128 COMPUTE! May 1984
nothing more sophisticated (or career-enhancing)
than an electric typewriter. In general, it appears
that men compute and women type.
Because those who compute tend to earn
more than those who type, it is worth exploring
the potential of the business computer in elimi-
nating sex-stereotyped jobs. I refer to sex
stereotypes rather than discrimination because,
as we shall see, a good portion of the job-selection
process is induced by the very people who end up
perpetuating the stereotype of women as typists.
No Access To The Professions
It is one of my pleasures to spend part of my time
as a teacher. Sometimes my students range from
third to sixth grade, and other times they are first-
year graduate students in product design. In my
graduate classes, I will often have only four or
five women among my 40 students. Since product
design is among the more "artsy" of the engi-
neering fields, you would expect this number to
be higher (assuming that you believe women are
more interested in the arts than men).
In fact, I find it quite disappointing that there's
such a small percentage of women. But the reasons
for it are not hard to discern. In order to gain en-
trance to graduate school in an engineering field,
students must have majored in engineering or
the physical sciences in college. This, of course,
requires a very solid background in mathematics.
As 1 look at the younger children I sometimes
work with, I find that many of the girls are turned
off to mathematics by the time they reach fourth
grade, and that those who are not turned off have
spent time with teachers who have a deep love
and understanding of mathematics themselves.
The mathphobia that sets in at an early age has a
significant destruchve power.
To allow any group to consider itself incapable
of mastering mathematics is to essentially deny
that group access to the professions. For whatever
reasons, most of the high-paying technical, busi-
ness, and medical professions require a significant
number of advanced mathematics courses in col-
commodore
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lege. By allowing some of our youngsters to be-
come math illiterate, we are confining them to the
lower end of the wage scale years before they
seek their first jobs.
Working In A Man's Field
Unfortunately, mathematics is generally con-
sidered a man's field. In an attempt to counter
this perception, Teri Perl wrote a book several
years ago that should be on the shelves of every
bookstore in the nation. This book is Math Equals
(Addison-Wesley), a brief history of women in
mathematics. Rather than presenting a dry histor-
ical treatise, Teri Perl portrays the women of her
study as complete human beings and talks about
their frustrations of being good in a man's field
when they were expected instead'to tend to mat-
ters of the home.
Of all the people who should read this book,
among the most important would be the teachers
of grammar school who pass on their own frustra-
tion and fear of mathematics to their female
students, who in turn embrace them as their own.
But what does mathphobia have to do with
men using computers while women type? The
answer can be found in a myth that is as wrong as
the belief that women aren't good at mathema-
tics— that you need to be good at math in order to
use computers. 1 would venture a guess that many
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130 COMPUTE! May 1984
of you are "good at computers," but are probably
not "good at math." You already know that
mathematics is not a prime requisite for computer
literacy. And yet you are viewing the problem
from the other side of the bridge — you have al-
ready made the passage.
Reinforcing The Myth
Imagine the plight of the woman with a degree in
the arts or the humanities who wants to find a job
in business. When offered an opportunity to learn
about computers, many women say, "Oh, I
couldn't learn how to use computers, I never was
good at math"; or "1 never was good at technical
subjects." By making statements of this sort, these
women are removing themselves from career
paths that lead to high-paying jobs.
Because these fears are, in fact, unfounded,
those who express them are allowing the persis-
tence of a myth to restrict their professional growth.
While I don't know a sure-fire way to break
through to people who hold themselves back in
this way, two authors have done a marvelous job
in trying to show working women the road to
computer confidence and higher-paying jobs.
These authors are Dorothy Heller and June
Bower, and their book is Computer Confidence — A
Woman's Guide, published by Acropolis Books
{S9.95 paperback). Because of the timeliness of its
topic and its lucid style, this book deserves a wide
readership. You could do your community a favor
by seeing that your local bookstore has plenty of
copies in stock.
A Highiy Personal Booi(
As women who entered the computer field from
backgrounds in the humanities, the authors have
the rare perspective of those who have walked
both sides of the street. The book is a highly per-
sonal account; in fact, it is the book they wish
they had had (but couldn't find) when they en-
tered the computer field. Topics range from a
short history of women who "made it big" in com-
puters, to case histories of working women who
use computers without knowing how to solve
partial differential equations. By blending case
histories with enough technical data to make the
reader a savvy shopper for computer technology
the authors prepare the reader for the main goal
of the book: to show women how they can enter
career paths with unlimited upward potential.
This assistance covers the spectrum from
worksheets to help the reader identify appropriate
career choices, to practical tips on how to handle
job interviews, and especially how to handle the
inevitable objections that arise when the inter-
viewer finds that the educational and work back-
ground of the applicant doesn't include the "right"
degrees from the "right" schools. ©
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May 1984 COMPUn! 131
jQttJhe Roa43gith Frgjtff ign|zio
The Morning After:
Anti-Computer Backlasti
And The Arrival Of The IVIass-IVIaricet
Home Computer
Parti
This is the text of the speech Fred delivered at the V^est
Coast Computer Faire in late March. We are printing
the speech in tzvo parts.
We are at a watershed in home computing. The
watershed has been caused by the computer price
wars of 1983, the introduction of simple and inex-
pensive, yet powerful, new computer programs
and peripherals, and the entry of IBM into the
home computer market.
Over the next year, home computing users,
vendors, and enthusiasts will divide into two
major camps: the computer intimates and the com-
puter literates. By the end of 1986 these two groups
will have fused into a third camp: the neo-
programmers, who will represent the bulk of the
users of home computers through the next decade.
Literates Vs. Intimates
Hackers, computer professionals, old-line com-
puter educators, programming teenagers, and
computer hobbyists will make up the bulk of com-
puter literates. Computer literates will stress the
importance of learning how to program and learn-
ing how computers work. The computer itself will
continue to be the prime concern of this group.
Computer intimates will far outnumber the
computer literates. Computer intimates will consist
of all the millions of Americans who were roped
or forced into using computers and who demand
132 COMPUTE! Mav1'?84
that they be easier to use and more practical.
Computer intimates will believe that software
and computer input devices are far more impor-
tant than the computer itself. As a group they will
preach ignorance of computer programming and
ignorance of the computer's insides as virtues.
The motto of the computer intimates will be: "You
don't have to know how a computer works, only
how to make it do work for you."
The Computer Freiglit Train
On December 6, 1983, I appeared on ABC's Good
Morning America TV show as a computer expert.
My task was to advise families on the type of com-
puter they should purchase for Christmas. In less
than seven and a half minutes I led the show's
viewers and its two hosts, David Hartman and
Joan Lunden, through a bewildering array of com-
puter hardware and computer programs.
I am sure that when the segment was over,
most viewers still couldn't tell the difference be-
tween a disk drive, a program recorder, or a touch
pad. But I'll wager that they did have a better
feeling for the risk involved in investing in a per-
sonal computer, for the daunting complexity of
becoming a first-time user, and for the flood of
computer products and the dearth of reliable
guidelines for making a purchase.
"Most consumers see personal computers as
a high-speed freight train," I told viewers. "They
fee! they have to take the risk of hopping on now.
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JukeBox (CT) ages 8-odult $26
Aegean Voyage (CT) ages 8-adult . . $24
Up For Grobs (CT) ages 8-Qdult S24
Adventure Create (CT) ages 12 & up $24
HAYDEN {ogei 4.10)
MicroAddifion (D&C) $20
MicfoSubtraction (O&C) $20
MicroDivision (D&C) $20
IvIicrotViultiplication (D&C) $20
Monkey See- Spell (D&C) $20
AMERICAN EDUCATIONAL COMPUTER
(DISK ONLY)
Learn About Sounds (grodes K-3) $39
Wads In Reoding I (grades 1-3) $39
Words in Reoding II (grades 1-3) $39
Reading Compreh I (grodes (1-4) ... $37
Deeding Compreln li (grades 3-7) — S37
Reading Compreh III (grades 6-S) ... S37
VocQbul Word Bldar (grades 2-S) . . . . $29
Gfommer Word Skill (grades 2-S) .... S29
US Geography Foots (grades 2-8) S29
Worid Geogrophy (grades 2-8) S29
Sponlsh Vocabulary (grades 2-8) $29
Spinnaker .Aerobics (D) $33
CodeWriter Dialog (O) $45
CodeWriter ELF Easy Lang. Form (D) . . $4S
HARDWASE
Contlnentol Home Accountant (D) . . $47
Continental Tax Advontage (D) $33
Continental fCM First Class Mail $29
Pinboil Construction Set (D) $39
M.U.LE(D)- $39
Wofms?(D&C) $34
Archon (D&C) $39
Hard Hot tvlock (D&C) $34
fi^urdet on the Zinciemeuf (D) $39
Itie Cut & Ftoste Word Processor (D) . $49
DBug(D) $34
Axis Assossrn (D) $34
Music Construction Set (D) $39
FREE DISKETTE
with each purchase of
Electronic Arts software
COM 44 EXCLUSIVESI VIC 20 HITS
KrSi
SOFTWAK
UNDERWARE
[e?J7il»l Just for Youl
Acess Beach Heod( D&C) $23
Avolon Hill TelenGuord (C) $15
ATOlon Hill B-1 Bomlaer (C) $12
Creative' Crisis Mountain (CT) $25
Synapse Sentinel (DStC) $22
SNTlopse ZAXXON (D&C) $28
ScreenRoy Pogo Joe (D&C) S19
ScreenRoy As^dum (D&C) $23
Screenplay K. Uston Blackjack (D) . . . $57
Qjick Silva Ring Pombi (D&C) $23
Qjick Siiva AquoPlane (D) $23
First Star Boulder Dosti (D&C) $25
TAXAN 12' Green $99
7AXm 12- Amtsef $109
NEC JB 1205 Amber $155
Amdek Color I $287
PRINTERS
fimewcrts SwitTox (D) $39
Creolrve Household Fjnorx:e (D) $23
Creative Housetiold Finance (C) S19
HesWore Rnonce t^anager (D) ..... . $49
Cardco Tax Survival Progrom (D) $33
Cardco Write f*3w! (D) $39
Timeworks Word Writer (D) $39
On-Line HofoeWtod (D) S39
Creative Joe's Writer (D) $42
HesWare OmniWriter & Spell (D) $49
Blue Sky Script 64 & Spell (D) $49
WordPro 3 Rus SpellRight (D) $49
HesWore Multiplon (D) $75
HesWore Omnlcalc (D) $37
MSI Pracficolc (D&C) $35
MSI Programmable Spreadstieet (D) . $55
Sim Home Calc (D&C) S26
Creative Jack's Calc (D) S42
Hondic Cole Result Advanced (D). . . $75
Creatrve Red's Filer (D) $42
TimeWorks Data Monoger (D&C) S19
TimeWortis Data Monoger It (D&C) . , $39
CodeWriter Home Rlewtiter (D) $55
Entech Data Base 64 (D) $55
MSI ProctiRle (D) $39
Cymlxal Generol Ledger (D) S45
Cymbal Accounts fteceivabie (D) . . . $45
Cymbal Accounts Poyoble (D) $45
Cymbal inventory Controi (D) $45
Cymbal Invoice Writer (D) $45
LANGUAGES & UTILITIES
HesWore Hesmon 64 (CT) S26
HesWore 64 Fortti (CT) $45
Acess Spritemoster (D&C) $23
Timewks. F^ogromg. Kit \. II. Ill (D&C) eo. $19
Blue Sky Lost Or>e (D) $79
Blue Sky 80 Column (D) $29
Blue Sky Graphic Designer (D) $29
Blue Sky 64 Statistics (D) $29
Biue Sky Super Basic (D) S29
Blue Sky Add On Basic (D) $29
Blue Sky Super Copy (D) $29
HesWare Grophlcs Bosic (CT) $39
HesWare HES CAT (D) $19
HesWare HES FONT (CD S14
HesWare HES KIT (CT) S39
Qeotive Home Office (D) $22
Creative Home Office (C) S19
f/SI Piocticolc Plus (D) S3S
rv'S Procticalc Plus (T) $33
ri/SI Practicolc (D) $32
MSI Practicolc (T) $29
HesWare Vc Forth (CT) $39
HesWare Hesmon (CT) $26
Cardco Write f>Jow $27
Epyx Fun witti Art (CT) $26
Epyi Fun wtfi Music (CT) $26
KinderComp (CT) $23
Story Machine (CT) $23
Face fvloker (CT) $23
Kids On Keys (CT) $23
AJphobef Zoo (CT) $23
HesWore Turtle Graphics (CT) $24
WizWare Turtle Tracks (C) $19
Creative Choplifter (CT) S19
Epyx Tempe o1 Apstioi (C) $24
Sega Corigo Bofigo (CT) $25
Sega Star Trek (CT) $25
PI-HII'HI=RAI.S
IdrMiiimUJISl
CHALKBOARD POWERPAD S79
(C64 & AtolO
Software Packages
Logic Master $27
Leo's Links $27
Programmers Kit S19
BearJam $25
KOALAPAD ATARI C64 $67
MONITORS
BMC 13" Cofnposits Color Plus $229
BMC 12" Lowr Res Green $85
US1 12" Green Hi-Hi Res $129
USi IT Amber Hi-Hi Res $139
NEC8023A $379
STARGEMN 10X S2B7
ALPHA COM 81 $169
Cable witti AlphaCom FREE
Okictoto a2A $389
Okidata 83A SS89
Trgnstar 1315 Color $489
The Boss $14
Bot Stick $19
Red Boll $21
Trock Ball $30
3 Way Grip $21
MODEMS
Anchor Mork 7 30O boud $129
Novation J-Cot 300 baud $119
Comrrrodofe 1600 Modem $58
ComrTKxJore 1650 Auto M S155
CARDCO PERIPHERALS
Numeric Keypad C64 $37
Graphic Printer Interface $69
Economy Fainter Interface $39
Commodore 64 3 Slot $49
16K Board $53
Cassette Interface $29
DISK DRIVES
Rano 1000 1 7aK $329
Concorde Master 1 76K $329
Concorde Slave 176K $249
Concorde Ivtaster 34aK $389
Concorde Slave 34BK $309
Concoroe Master 1 74K $299
Concorde Master 348K $369
Commodore 1541 174K $269
BLANK pISKEHES
MD1 SS DD Box otlen $27
rv1D2 DS DD Box of Ten $40
iWMm
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ValuLife DS DD Box of Ten $42
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Suite 138
Phoenix, AZ 85032
CALL TOLL FREE 1-800-431-8697/602-957-3619
For Customer Service Call: 602-955-3857
ORDERING & TERMS Seno cosner cteck. rronev ortlar; personal/com[x:riv checks all!M 3 weeks txjnk cleoronce VlSA/MaslBrCard QC^epIod Provide
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vflttiout notice All products sutaect to ovaitibilitv frcm monufocturers arid/o« ^poi^s Ni prices n U S donors We pay sfiipprig on PackorOers
or they feel they will be run over or left behind."
The Hottest Thing Under The
Christmas Tree
More computers were sold as Christmas gifts this
year than in any year prior to 1983. By early 1984
over eight million Americans had personal
computers.
Unfortunately, soon after Christmas, many
of these Americans began suffering from "morn-
ing after" regrets and resentments. Too many
Americans who had seen the slick commercials
on TV and who had heard the daily press reports
about the computer revolution were now won-
dering what they had gotten themselves into.
Most Americans have heard the word software
but have only a vague idea what the word means.
They have no understanding of what comprises a
"complete" computer system. They have no ap-
preciation of what operating or programming a
computer entails.
Most Americans don't even know how to
hook up a computer's cables, plug it in, or turn it
off. 1 know of one family who finally turned their
computer off at one in the morning, but who only
did so after hours of agonized, fruitless searching
of the manual. They were afraid they might break
the computer if they turned it off the wrong way.
The Computer Kit
Why do people buy computers? Most Americans
buy computers out of curiosity, for their work, to
play games, or as an educational aid and tool for
their children.
Most Americans buy computers at bargain-
basement prices, usually at discount houses. Most
Americans get their basic knowledge about com-
puters from news stories and TV commercials.
When a person buys a computer, he thinks
he has bought something equivalent to what he
has seen on TV. He expects his computer to be
able to do roughly the same things as the TV
computer.
The average new-computer purchaser brings
his computer home, struggles with the manuals,
cables, and plugs, and finally powers the com-
puter up. After all this effort, what does he get?
A blank screen.
After still more struggling with his manual,
the astute newcomer finally realizes that what he
has bought is a kit — like a bicycle or a puzzle that
comes in a million pieces. Only it's worse. The
kit's pieces are invisible. You don't get to see them
until they appear on the computer's display screen
after you have typed them in at the keyboard.
The pieces, of course, are the commands in
the computer's BASIC programming language.
Computer commands are more difficult to use
than puzzle pieces for two reasons. First, puzzle
134 COMPUTE! May 1984
pieces are combined in some sort of visual order
to make up a picture. Second, pieces in a puzzle
can usually be combined in only one way. And
the picture fragment on each piece is a clue to
where the piece belongs.
But computer commands are different. They
carry no picture fragment that helps you see where
in a picture (or a program) they belong. And they
can be combined in an infinite number of ways.
There is no set order to reach any given solution.
Most kits — for a bicycle, a lawn chair, a toaster
oven, a sandbox, or swing set — come with explicit,
printed directions. Computer kits don't usually
come with printed directions. Instead, they come
with a dictionary of commands organized, alpha-
betically, from A to Z. You get all the building
blocks, but little or no help in how to put them
together. And, before long, you realize, with a
sinking feeling, that they can be put together in a
million ways.
But where do you start?
Buying Half A Computer
It finally dawns on the consumer that what he
has bought is only half a computer. Until he buys
some software and some more equipment — a
program recorder or disk drive, cassettes, disks,
cartridges, and a printer — he can't do anything
useful.
Of course this isn't exactly true. He can always
assemble the kit himself. There are dozens of
magazines and hundreds of books with pre-
recorded programs for his kind of computer. All
he has to do is follow the blueprints — the listings —
in the books and magazines, and soon he will be
the proud owner of a real computer.
Of course he will need to spend dozens of
hours entering in the programs, and dozens of
hours more poring over the listings, trying to
figure out why his programs don't work.
And he will have to invest in a storage device,
so he can save his delicate, precious programs.
And he still needs a printer if he plans to use
the computer as an electronic typewriter, book-
keeper, or filing cabinet, the three most popular
home computer applications.
Voting No To The Home Computer
After the average consumer has forked over from
S50 to $300, is he likely to invest another $100 to
$1000 for additional hardware and software to
"finish off" his computer?
After the consumer has made his purchase
and found that he has only half a computer, is he
likely to feel positively toward computers and
computer companies?
After the average consumer has realized that
he has bought a kit, is he likely to roll up his
sleeves, master a programming language, or pa-
tiently enter in hundreds of lines of unintelligible
commands?
The answer to all these questions, for the aver-
age consumer, is no.
The After-Christmas Backlash
Under these circumstances, the average person
who bought or received a computer for Christmas
is not likely to become a computer enthusiast.
Instead, he is likely to become part of a growing
anticomputer backlash.
More and more individuals and groups in
society are coming to the conclusion that personal
computers have not lived up to their promise. At
the very least, they have not lived up to their
commercials.
These individuals and groups are becoming
more organized and outspoken. Like me, they
see personal computers as a high-speed freight
train, and they are set on derailing that train.
The other night I was listening to National
Public Radio's "All Things Considered." A so-
called computer expert was on the show decrying
the use of computers in education. In his opinion,
most people were using computers as fancy, ex-
pensive, electronic flash cards. He warned Amer-
ican parents and teachers that the computer in-
dustr)' was deceiving them in a major way.
Two nights later I read in USA Today that the
American Academy of Pediatricians was warning
against using computers with small children. The
Academy reaffirmed its decade-old statement
that "Advertising that promotes ... learning envi-
ronments, programs, or systems is often guilt-
producing, misleading and potentially destructive
of human development and values." The
Academy scolded parents who create a "super-
baby syndrome" in which parents buy computers
for small children and enroll them in computer
classes even before they are toilet- trained.
Fighting Back
The American public has been dazzled by the
glamour and high-tech chic of personal com-
puters. On the surface, the public's attitude to-
ward computers seems to have undergone a
dramatic change. On the surface, it appears that
most Americans approve of computers, if not for
themselves, at least for their children. And even
if they don't approve of them, they see them as
inevitable.
This is, indeed, how Americans feel — on the
surface. But what is going on beneath the surface?
I submit that the public's current attitude
toward computers is superficial and can easily be
changed. 1 further submit that the situation is
becoming increasingly ripe for public opinion to
take a swing in the opposite direction. This swing
may be dramatic and quick.
The American public has been put on the
defensive by the rapid spread of personal com-
puters. But the public is likely to regain the offen-
sive at the first opportunity. Beneath the thin
veneer of approval lurk people's old prejudices
and stereotypes against computers. These pre-
judices and stereotypes are fortified and aggra-
vated by the bad experiences millions of people
are having, firsthand, with computers.
The American public just needs a champion.
As soon as groups and individuals appear who
can articulate the public's feelings against com-
puters, the public will rally around them. And then
a major backlash against computers will begin.
A Consumer Uprising
People who are alienated by computers are not
ignorant Luddites who oppose computers just
because they are new and different,
Many people already oppose computers out
of ignorance and prejudice. But many more may
soon oppose computers because they feel com-
puters have been misrepresented and oversold.
An anticomputer backlash may be in the
cards. If so, it should not be viewed by those of
us in the computer industry as an ignorant neo-
Luddite rebellion. We should see it for what it is:
a legitimate uprising by irate, unhappy consumers.
VIC SOFTWARE 64
j More Games, Challenging Problems
and Programs Than You Can
Shake A Joystick At!
FREE
1984
•C:f
^V/^ Catalog /j^i-^-*-^
.V.
?t
--''liir
FREE PROGRAMS
Write for Details.
IComputerMat • P.O. Box 16MC • Lake Hauasu City, Arizona 864031
Learning With Computers
J. B, Shelton ond Gienn M, Kleiman
Ready-to-Run Magazines
We met our first personal computer, an 8K PET,
back in 1978. Soon thereafter we purchased one
of the "new" PETs — a-state-of-the-arl machine
with 16K RAM memory, a full-size keyboard and
a cassette recorder for external memory.
In those long gone days of almost six years
ago, we eagerly sought information about our
new machine, but little was available. It came
with very little documentation, and what was
provided was barely understandable. Today al-
most every bookstore has a large selection of
computer books and even some drugstores carry
computer magazines, but no books or magazines
were readily available back then.
One source of valuable information was Cur-
sor magazine, published by Ron Jeffries. Not a
traditional magazine. Cursor arrived, somewhat
irregularly, on a cassette tape. Each issue con-
tained six programs that we could load and run
right away. The programs were a mix of graphics
and sound demonstrations, games, puzzles,
programming utilities, educational programs,
and simple applications programs (for example,
for calculating mortgage rates). All the programs
were at least reasonable; some were true gems.
A First Look
The programs in Cursor magazine gave us our
first sense of the potential uses of personal com-
puters. In addition, we could list and analyze the
programs to learn new programming techniques.
Cursor also has claim to being the all-time best
buy in the personal computer industry. The price
of a six-issue subscription was originally $20.
Cursor magazine continued publishing
through May 1982. Copies of all 30 back issues are
still available, and some of the programs have
been made available for the Commodore 64.
Another early cassette magazine for TRS-80 com-
puters, CLOAD, continues to publish and is now
available on disk also.
The idea of "magazines" of ready-to-run pro-
Dr. Glenn M. Kleiman is an educational psychologist and
soflivare developer. He is the author of Brave New Schools:
How Computers Can Change Education (RestonI
Prentice Hall) and the designer o/ Square Pairs, an educa-
tional game program (Scholastic, Inc.).
136 COMPUTE! May 1984
grams has grown. Two new magazines on disk
have recently appeared, both focusing on educa-
tion about and with computers. In this column,
we review and compare Microzine and Window.
Our reviews are based on the first three issues of
Microzine and the second and third issues of
Wiitdow. Both magazines are now available for
Apple computers, and versions for other com-
puters are being developed.
Microzine, Captivating For Cliildren
Microzine, published five times a year by Scholas-
tic, Inc., is designed for children ages 10 and up.
Each issue contains four programs and a 48-page
printed manual that supplements the onscreen
instructions and provides additional ideas for
using some of the programs.
One of the four programs in each issue is a
Twistaplot story. These are stories in which the
plot details and outcome are controlled by deci-
sions the reader makes. For example, one issue
contains a crime-solving adventure called "Mys-
tery at Pinecrest Manor." This is an old-fashioned
whodunit which makes the reader an active par-
ticipant in the story. As the reader and participant^
you study files containing background informa-
tion about each of the suspects, search for clues,
and spy on suspects. You play the part of a char-
acter in the story, deciding where to go and what
to do at each choice point. You can reread the
story many times, changing your responses and
thereby encountering different events and out-
comes each time.
The flexibility of the stories, excellent
graphics, and the active role played by the reader
make Twistaplots captivating for children. Inter-
active stories are an exciting new genre of fiction,
and Twistaplots demonstrate some of the advan-
tages of using computers to present these stories.
Educational Programs
Each Microzine also contains one or two computer
tool programs. These provide a means for children
to explore and learn about different uses of
computers.
A Poster program provides a simple computer
language for creating colorful, low-resolution
Chart Your Progress
Specials Of The A/Iowth
Atari 600XL S189
Atari 800XL $299
Atari 1030 Modem $115
Rana 1000 Disk Drive $339
1027 Letter Quality Printer $299
Commodore SX64 Portable Computer $959
Commodore Automodem $ 95
Commodore Graphics Printer $269
Verbatim Twin Pak $ 5.25
Elephant Disks S/S $19.50i
Hardware
Specials
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Education
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Spelling Bee Games
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Speed Read t/D
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$25
$25
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Alphabet Zoo/CRT
Kid Wriler/CRT
$25
Delta DraHine/CRT . . .
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Commodore
CBS Addilion/Subl
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CBS Multiplication/
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Speed Reader Il/D
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Word Attack/D
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Mathblasler/D
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f rypio Cube/D
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Songwriter/D
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Alphabet Zoo/CRT
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Train^/D
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Dungeons of Algebra
Dragons
S17
Juggles Rainbow
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Bumble Bee
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Karli Games Piece of Cake $22
Early Games .Match .Maker $22
Business
Atari
Atariwrller ....,,........$ 79
Visicalc $179
Financial Wiiard $ 45
Letter Perfect $ 69
Data Perfect $ 79
Spell Perfect S 65
Spell Wizard $ 45
Text/Spell ^A'izard
Combo S 65
Bank Street Writer S 49
Bank Street Speller S 49
Homeword S 49
Syn F'ile+ $ 65
Syn Text S 23
Syn .Mail $ 34
Home Accountant $ 4N
Tax Advantage $ 39
Complete Pei^onal
Accounlant $ 65
Atspeller $ 33
Diskette Mailing List $ 21
Miles Payroll System $119
Atari Accounting $169
Family Finance S 36
File Manager 800* $ 65
Com^modore
Ijsy Script 64/D $ 35
Easy Spell 64/D $ 16
Easy Finance I. M ea./D $ 16
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l.ogo/D S 49
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Tax Advantage $ 45
FC.M % 35
Paper Clip Word
Processor $ 89
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General Ledger/ D S 59
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Electronic Checkbook . . . . S 17
SHiflax/D S 35
Quick Brown Fox/D S 59
Quick Bro«n Fox/CRT . . . S 56
Computer Outlet
1 095 East Twain, Las Vegas, NV 891 09 Mon.-Fn. 8 a.m. to 6 p.m., Sat. 9 a.m lo 5 p m
1-1
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SHIPPING: For fasl deJivery. casnier checKs, money orders ordirecl banK wires. Personal and company checks, allow 3 weeks
10 clear. CO D charges: S3 mi nimum or 1 % on orders over S300. Nevada residents add 5^s % sales lax Shippi ng charges based
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lor replacement. Prices relleci cash discount only and are subject lo change. Catalogs. 50<t U.S . $1 00 loreign.
pictures. This program is a good introduction to
botli computer graphics and some rudimentary
programming concepts.
An Electronic Card Filer program demon-
strates how computers can be used to store, sort,
and retrieve information. This program is well
designed for introducing data base and informa-
tion retrieval concepts, but it is limited to small
amounts of information. Each card, or record, can
contain only five fields of information, with up to
25 letters or numbers per field.
Another tool program, Melody Maker, is for
creating music on the computer. With Melody
Maker you can enter notes over a two-octave range
and have the computer play your song. You can
also have the computer create a visual display to
go with your music. One type of display shows a
musical staff and the notes; other types of displays
create colorful patterns. You can save your songs
on disk to play again later.
No Editing Feature
The Melody Maker program can be very useful in
helping children learn about reading music. Its
main drawback is that it is difficult to change a
song once you have entered it. You can go back
and change any note to another note, but you
cannot insert or delete new notes. Therefore, if
you want to insert or delete a note at the be-
ginning, you have to reenter the entire song.
There is also a program called Amazing Robot
that is intended to introduce programming con-
cepts. As you might expect, the commands the
robot follows are like those of turtle graphics. You
can instruct the robot to move forward or back a
number of steps, or turn left or right a number of
degrees. However, this robot does not draw with
a pen, as turtles do. Instead, you command it to
maneuver through different mazes and patterns
displayed on the screen. This aspect of Amazing
Robot is similar to Karel the Robot, which was re-
viewed in this column in January 1983.
Amazing Robot does introduce some pro-
gramming concepts. But we found it to be awk-
ward to enter and edit procedures. For example,
if you make a typing mistake while entering a
procedure or accidentally direct the robot to touch
a wall, you are thrown out of the edit mode and
have to use a reedit command. Amazing Robot
does not encourage learning and exploration
nearly as well as more complete programs such as
Scholastic's Turtle Tracks, Spinnaker's Delta Draio-
ing, or any of the available versions of Logo.
The remaining programs include one in which
you select questions to see the answers actor
Robert Macnaughton gave; a tutorial and simula-
tion game about hot air balloons; a word game;
and a chase game. None of these will teach chil-
dren much or draw their attention away from Pac-
Man, Frogger, or whatever videogame is their cur-
rent favorite.
Window Is A Screen Magazine
Window, intended for adults as well as children,
takes seriously its status as a magazine using the
new medium of computers. No print materials
are provided, except for a note about booting the
disk and accessing the help screens. Everything
else you need to know is shown on the computer
screen.
Whidow provides a great deal of flexibility. It
lets you take a guided tour of each issue. This is
similar to skimming through a printed magazine.
You control the speed of progress through the
screens and you can stop, back up, or continue at
any time. You can choose to explore any program
further. While working with a program you can
always stop and return to skimming or to the table
of contents.
Each issue of Window has a central theme
which is the focus of a feature program, one or
more other programs related to the theme, several
software reviews, columns, and some smaller
programs called "window dressing." The themes
of the two issues we have reviewed are data base
programs and music programs.
Sampie Data Bases
The feature program of the data base issue is called
Notebook. It allows up to 20 fields in each record,
and it lets you obtain hard copies if you have a
printer.
Window also provides a variety of sample
data bases for you to explore and extend. Several
are examples of data bases students and teachers
have created. There is also a data base called clues.
This is used in conjunction with another program
called Adventurefile, which is a computer mys-
tery. To solve the mystery, you have to use the
Notebook program and the clue data base. The
sample data bases provide a good starting point
for novices learning about data base programs
and the varied functions they can serve.
The same issue contains reviews of two soft-
ware packages. Geography Search and Dueling
Digits. Magazines on disk are an ideal vehicle for
software reviews. Not only are the programs de-
scribed and evaluated, but you also get to see
actual screen displays and use interactive demon-
strations of parts of the programs. These reviews
gave us a much better sense of the programs than
any written review ever could.
Some Fun Features
The disk also contains two games, one a variation
of Monopoly and the other a variation of Simon.
The games are appropriately referred to as "win-
dow dressing," as they do not add a great deal to
138 COMPUTE! Moy19B4
the magazine. Finally, there is a VisiCalc column.
This provides a template for multiplication tables,
but you have to have VisiCalc to use it.
The feature program on the music issue of
Window is called Mini-Songwriter. This program
overlaps in function with Microzinc's Melody
Maker, but is different in style. You enter notes
by moving a marker on a piano-like keyboard
displayed on the screen and specifying the length
of each note. You can play your songs, varying
the speed as you go. You can easily edit and save
songs. Wiudoiv also provides sample songs and
another program that uses the Mini-Songwriter.
This is a Mystery Melody program that presents
"name that tune" riddles.
There are comprehensive reviews of MECC's
Music Theory program. Spinnaker's Snooper Troops,
and Earthware's Volcanoes program. In the re-
views, you get to try a set of "which note is wrong"
problems like those presented by the MECC pro-
gram; search for clues as you would in the actual
Snooper Troops program; and see the type of data
you would collect in the Volcanoes simulation
program.
The rest of the disk contains an editorial about
work with computer music and Logo at MIT; a
sample of music created with the Songwriter pro-
gram (the full version of the Mini-Songwriter,
available from Scarborough Software); and a
graphic demonstration of sorting algorithms.
These are all interesting additions to the main
features. There are also columns that provide
VisiCalc templates and Logo procedures. These
columns can be used only by people who have
VisiCalc or MIT Logo.
Comparison of Microzine And
Window
Both Microzine and Window are exploring new
terrain. So far. Window has been more innovative
in its attempt to use the new medium of the com-
puter without support of any printed materials.
We had no difficulty using any of their programs
with the information available on disk. We en-
joyed skimming through the programs and view-
ing Window's experiments with different formats
of displaying information on the computer screen.
Window is inventively interactive — you interact
with the computer in flexible ways with several
programs.
Microzine is more conservative in its approach
and depends upon printed materials to provide
the instructions necessary for many programs.
However, the print materials also provide useful
suggestions for extending the computer activities.
In their first few issues, Microzine and Window
have each provided simple data base and music
programs, so these programs provide a good ba-
sis for direct comparisons. The programs in both
magazines are suitable for introducing novices to
using computers for data bases and for creating
music. However, none of the programs can replace
full data base or music creating programs.
Overall, the programs in the two magazines
are comparable. Window has an edge in the flexi-
bility of its data base program and the ease of
editing in the music program. Microzine' s music
program has more visual display options than
Windo~w's.
While we do not find major advantages in
either magazine's programs, there are important
differences in the overall presentations of how
computers can be used for data bases and music.
Window provides sample data bases, songs, and
games that use the data base and music programs;
Microzine does not. These extras provide good
demonstrations, help people get started, and
show how each program can be used in many
ways. So we tend to favor Window's presentations
of data base and music programs.
As for the other programs, Microzinc's Twist-
aplots provide good examples of interactive fiction
and contain excellent graphics. There is nothing in
Windozv that is directly comparable. On the other
hand. Window contains useful reviews of programs
and ongoing columns for VisiCalc and Logo
users.
The producers of both magazines can be ex-
pected to continue to experiment, explore, and
improve. In fact, improvements are already evi-
dent within the first few issues. Our reviews and
comparison should be read as a report on the
status of these magazines as of the first few issues.
Exciting prospects lie ahead for both, and we ex-
pect to see many more ready-to-run magazines in
the near future.
Cursor Magazine
The Code Works
P.O. Box 6905
Santa Barbara, C A 93160
CLOAD Magazine
P.O. Box 1448
Santa Barbara, CA 93102
Microzine
Scholastic, Inc.
P.O. Box 641
Lxjndhurst, NJ 07071
Window, Inc.
469 Pleasant St.
Watertown, MA 02172 ©
After this column was written, COMPUTE!
Publications announced the availability of
COMPUTEI's GAZETTE DISK, premiering with
the May 1984 issue of COMPUTEI's GAZETTE.
For more information, call TOLL FREE
800-334-0868 (in North Carolina 919-275-9809).
May 1984 COMPUTfJ IS?
THE BEGINNER'S PAGE
Richard Mansfield, Senior Editor
A Random Leap
One of the enjoyable things you can do with a
computer is simulate real events: things which
migiit be too dangerous, too expensive, or too
time-consuming to try in real life. The Air Force
and some commercial airlines use a flight
simulator so true-to-life that it can serve for all but
the most advanced pilot training.
We don't have enough RAM memory, or the
computation speed, or the ultrahigh resolution
screens necessary to create a flight simulation of
breathtaking realism. But we can try a simple
simulation and get a feel for how they are pro-
grammed. The basis of the simulation will be acci-
dental, unpredictable events created by the RND
(random) command in BASIC.
Lurching Across A Bridge
Imagine a frog, lurching across a bridge. Every
time he leaps, you don't know if it will be to the
left or to the right. He doesn't know either. The
one thing you can count on is that he will never
leap straight ahead.
There are three possibilities in this game. He
will either fall off the left or right side of the bridge,
or safely reach the other side of the river. For this
simulation, we're going to assume that the bridge
is as wide as your computer screen and that the
frog starts his journey midway between the left
and right sides. That gives him a fair chance to
make it across.
By setting up this simulation, we'll learn how
to make use of the RND command as well as a
way to animate characters on the screen. Let's
look at the program line by line, to see what each
BASIC command contributes to the overall effect.
(Atari computers don't have a TAB command, so
the animation technique discussed below will not
work on them.)
MO COMPUTE! Ivlav1<?84
First, we've got to define the size of the bridge,
its width. Leave line 100 as it is if you have a
Commodore 64 or any other computer which
allows 40 characters per screen line. If you have a
VIC, you should change line f 00 to read: COLS
= 22. The VIC has 22 characters per screen line. If
you have a TI, change it to: COLS = 32.
The variable Y in line 110 is going to signify
the position of the frog each time it leaps. If Y is
raised to a higher number, the frog will appear
further to the right on the screen (and be nearer
the right side of the "bridge"). If Y goes down, if
something is subtracted from Y, the frog moves
left. At the start of the game, though, we want to
put the frog in the middle between the left and
right sides of the bridge so we divide COLS by 2.
If you've got a 40-column screen, Y starts off
equaling 20. That means that the frog is 20 from
the right edge and 20 from the left — smack in the
middle.
Rounding Numbers
The variable X in tine 130 will tell us whether the
frog should leap to the right or the left each time
he leaps. This is the only complicated-looking
line in the program, but it contains an important
trick; the INT command. It "rounds off" a decimal
number. INT (12.3) becomes 12. INT (12.7) be-
comes 12. Wait a minute. That's not roiniding off
as we usually think of it. 12.7 should become 13
since .7 is closer to 13 than to 12.
In fact, INT merely throws away anything to
the right of the decimal point. This isn't true
rounding. That's why we need to add the -I- .5 in
line 120. By adding .5, we force a number to be
rounded correctly by INT. 12.7-1- .5 would be 13.2
and INT (13.2) would give us the right answer:
13. Likewise, 12.3-1- .5 would be 12.8 and INT (12.8)
would give us the correctly rounded answer: 12.
It's not important to remember why you need
to add .5 to any number you want rounded by
INT; just remember to do it. In line 120 we're not
rounding off 12 or 13, all we want is an answer
that tells us to go in one of two directions, to go
either left or right. This is like tossing a coin, you
get heads or tails. So here X will be either a 0 or a
1 after INT gets through rounding off RND(O).
But what does RND(O) do for us? It creates a ran-
dom number. But, by itself, the random number
is a decimal fraction between 0 and 1 . Try this;
10 PRINT RND(0):GOTO 10
When you RUN this, you'll see a series of
decimal fractions, all kinds of different numbers.
How would you get higher random numbers?
Just multiply RND(O) by something. Try: PRINT
RND(O) * 10. If you just want whole numbers
(called mtegers), use INT.
Anyway, in our frog simulation we don't
need these higher random numbers. If X becomes
a 0 in line 120, we move the frog to the left (in line
160). If X becomes a 1 in line 120, we move the
frog to the right (in line 140). Line 130 is the test
to see which number is in X.
Notice that we don't need to write a line like:
IF X = 1 THEN 140. You could write that test and
put it in line 135 if you wanted to. it wouldn't do
any harm. But you don't need to. The computer
will go to line 140 all by itself if X is anything other
than a 0 when it's tested in line 130. The computer
always performs each action in the order listed
unless you force it not to with a GOTO, IF, or GOSUB
command. If it doesn't come across one of those
commands, it will go from line 140 to 150 to 160
and on up the list in simple line-number order.
Also on line 120 is another counter, the vari-
able C. It will keep track of the total number of
leaps the frog has made (either left or right). This
lets us know how far he got before he fell off. It
also sometimes shows that he's won the game. If
he manages to leap a certain distance without
falling, he's crossed the bridge.
But back to our simulation . After lines 130-160
make an adjustment to variable Y (our "position-
of'the-frog" counter) we come to a series of tests
in hnes 170-190. Each of these tests will end the
program in a different way. In 170, if the frog
position is greater than (>) the total number of
columns, he has fallen off the right side. In 180, if
his position is less than 1, he has fallen off the left
side. And, finally, in line 190, if he has taken more
leaps than the width of the bridge, he made it
across. You can change this line if you want to
make it harder for him to cross the bridge. Just
replace COLS with a higher number.
Line 200 prints the frog symbol on the screen
to show us his position. The TAB command is
just like a TAB key on a typewriter: It moves over
a certain number of spaces from the left side of
the screen. In this case, the number of spaces is
controlled by the position variable Y.
Finally, to slow the frog down a bit, we put
in line 210. This is often called a delay loop or a do-
nothing loop because it simply takes up some time
and serves no other purpose. Here we're asking
the computer to count from 1 to 10 before going
back down to line 120 and figuring out the frog's
next leap.
100 COLS=40:REM PUT YOUR SCREEN
110 Y=C0LS/2
120 X=INTCRND(0)+.5):C=C+1
130 IFX=0THEN160
140 Y=Y+3
150 GOTO170
160 Y=Y-3
170 IFY>COLSTHENPRINT" >>>FROG FELL OFF R
IGHT SIDE. IN"C "LEAPS.": END : rem 120
180 IFY<1THENPRINT" <<<FR0G FELL OFF LEFT
SIDE. IN"C"LEAPS.":END : rem 30
190 IFC>COLSTHENPRINT"FROG SAFELY CROSSED
THE BRIDGE 1":END • : rem 160
200 PRINTTAB(Y) "*" s rem 14
210 FORT=1TO10:NEXTT : rem 13
220 GOTO120 :rem 96©
SIZE HERE
:rem
232
:rem
186
:rem
176
: rem
174
:rem
226
:rem
103
:rem
230
STOP PLAYING GAME:
*
^*<^
■#
-^
Calculale oflds on HORSE RACES mm ANV COMPU-
TER using BASIC.
SCIENTIFICALLY DERIVED SYSTEM feally works. TV
Station WLKV ol Louisville, Keniucky used Ihis sylem
to predicl Ilie odds ol the 1980 Keniuchy Derby See
Ihe Wall Slreel Joufnal (June 6. 19801 article on
Horse-Handicapoing This system was written and
used Dy computer experts and is now being made available lo home computer owners Tliis
method is tjased on storing data trom a large number of races on a Irtgn speed, large scale
compyler 23 factors taken Ironi the Daily Racing Form" were men analyzed by the
compyler lo see tiow tdey inlluenced race resulls From these 23 taclors len were tound tb
be the most vital in determining dinners NUMERICAL PROBABILITIES ol eacn ol mesa 10
factors were men computed and this forms the basis of this REVOLUTIONARV NEW
PROGRAM
SIMPLE TO USE Obiain Daily Racing form the day oefore ttie races and ansmer ilie 10
questions aboul eacn horse Run the program and your computer will orini but the odds for
all horses m each race COMPUTER POWER gives you the advaniagei
VOUGET 1| Program on cassette or disk.
2) Lisiing of BASIC programs for use with any computer.
31 Inslruclons on how lo gel the needed data from the '■Daily Racing f orm '
4) Tips on using Ihe odds generated by Ihe program
5) Sample form to simoltly entering data lor each race
■MAIL COUPON OH CALL TODAY-
3G COMPANY, INC. DEPT.CO (503) 357-5607
RT. 3, BOX 28A, GASTON, OR 97119
Yes. I want to use nny computer for FUN and PROFIT. Please send me programs
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Encloseci is: D ctiKk or money order □ MasterCard D Visa
START USING YOUR COMPUTER FOR
FUN and PROFIT!
May 1984 COMPUTE! 141
BASIC Style
Program Evolution
Jim Butterfield, Associate Editor
Soiuetinics you see programs that are so crisp and neat
that you wonder hoxo the pro^^rniiniicr's mind can be
so orderly. The statements come out in an elegant, inci-
sive stifle. Every line zeros in o>i exacth/ the right thing
to do.
How does a programmer develop an elegant style?
Why can't you write like that? Sometimes a lowly
hacker can feel inferior when facing such im-
maculate programming style. Yet the program
you. see is often a matter of evolution — rewriting
and tidying up. It's not always written that way
from the beginning.
1 have been accused of writing "squeaky
clean" programs. It seems to me that you might
like to see how my murky first programs get re-
worked and tightened up into their final version.
In some ways, programming style isn't what you
write (at least at first) — it's knowing what to look
for when vou clean up.
A Simple Lister
I needed to do an almost trivial job: list a file from
disk to the printer. I had a minor extra feature to
add: I wanted individual pages, so that the lines
needed to be counted; I needed a title on each
page; and at the end of the run, for the sake of
neatness, I wanted the printer to eject the page.
It's not a demanding task, but I'd like to show
you how I went about it. Even a simple job like
that can be revised and tightened up extensively.
Here's my first program: I'll talk my way
through the listing.
100 OPEN 4,3
Open file number four to the screen. Why?
So I can send the program's output to the screen
and see that it's working right. After the program
looks good, I'll change the above line to OPEN 4,4.
M2 COMPUTE! Mov«84
105 OPEN 1,8, 3, "CONTROL"
That's my input file to be listed.
110 REM START OF PAGE
120 FOR J=l TO 2:PRINT#4:L=L+1 :NEXT J
130 PRINT#4,"(5 SPACES] TITLE {3 SPACESl":L
=L+1
140 PRINT#4:L=L+1
This prints the page title. I know I'll come
back here for each new page, so I'm placing a
REM statement here to mark the place. I rigor-
ously add 1 to the line count, L, each time I print
a line.
150 INPUT #1,A$;SV/=ST
170 PRINT#4,A$:L=L+1
Here's where 1 input from disk and output
(to the screen first, later to the printer). I need to
save the value of ST (the status variable) so that
later I can check to see if this is the last line from
the file. ST will be changed by the PRINT# com-
mand, so 1 save its input value in variable SW.
180 IF L<62 GOTO 250
190 IF L=66 THEN L=0 : GOTO 250
200 PRINT#4:L=L+1;G0T0 190
If I have printed the maximum number of lines
desired, I want to eject the paper by printing until
the line count L equals 66. Since each page has 66
lines, I'm now at the start of the next page and
can set L back to zero.
250 IF SWO0 GOTO 300
260 IF L=0 GOTO 110
270 GOTO 150
If I'm at the end of the input file (SW = 0), I'll go
to line 300 and wind things up. Otherwise, I want
to go back.
Here's a cute touch — perhaps too cute for
some tastes. Variable L can only be equal to zero
if I've just ejected a page. If so, I want to go back
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to 110 and print a new title. If not, get another
line from the input file starting at line 150,
300 IF L<>0 GOTO 190
Here's a supercute trick. I pondered this one
for a while, since it's atmost too clever; that sort
of thing can trip upyour logic. Here's theobjective:
If we're finished, but the paper hasn't been
ejected, go back to line 190 and eject the paper.
The program will branch back here again, but this
time variable L will be zero and we can finish the
job by closing the files.
310 CLOSE 1
320 CLOSE 4
That's it. It's really rather messy. It works, and
for a temporary job that's all we would need.
But it doesn't feel right. The code feels messy:
It seems to jump arciund, and I don't get a feeling
of smoothness in the program. It's time to pick at
the coding.
First Revision
The first awkward spot is around lines 190 and
200. The routine to eject the paper works but looks
clumsy. Besides, we call it twice (once at 62 lines,
and again at end of file).
I have feelings about this part of the program,
too. It's a unit to do a particular job. I would feel
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better moving it to a separate subroutine where it
can stand out as an identifiable action. Sometimes
I create a subroutine out of some in-line code and
then move it back later; it helps me identify the
modules that make up the program. Let's move
the eject routine to a subroutine at line 500, clean
it up a bit, and see what we get:
100 OPEN 4, 3
105 OPEN 1,8,3, "CONTROL"
110 REM START OF PAGE
120 FOR J=l TO 2:PRINT#4:L=L+1 :NEXT J
130
140
150
170
180
190
250
260
270
300
310
320
330
500
510
PRINT#4,"{5 SPACES}TITLE[3 SPACES) ":L
=L-I-1
PRINT#4:L=L+1
INPUT#1,A$:SV/=ST • "
PRINT#4,A? :L=L-)-l
IF L<62 GOTO 250
GOSUB 500: GOTO 250
IF SWO0 GOTO 300
IF L=0 GOTO 110
GOTO 150
IF L<>0 GOTO 190
1
4
CLOSE
CLOSE
END
FOR J=L
TO 66:PRINT#4:NEXT J
L=0: RETURN
We can see that the GOTO 250 on line 190 is
now redundant since we'll go there anyway. But
we have other things to do. We're still trimming
the program and have some distance to go yet.
Digging Deeper
Around lines 250 to 270, we jump around a lot.
We have one jump forward to 300 and two jumps
back to no or 150. The logic seems scattered.
I have a thing about loops: I like to sec them
neatly nested, with short jumps entirely within
longer jumps. It might even be summarized as a
rule of thumb: Where possible, make short jumps
as short as possible.
Using this rule, I want to get the loop back to
150 into logical order first. Then we'll work in the
longer loop to 110 and finally the forward branch
to 300. We'll need to expand' the logic using an
AND operator, but that's not too hard.
As the routine is written, certain logical things
start to fall together. For example, we don't have
to GOTO forward to line 300. When we're finished
writing the two loops, we'll fall into 300 naturally.
("Naturally" seems to be a key word in how pro-
grams seem to come together as you tighten them
up.)
We can also tighten up the page eject condi-
tions. If we write line 180 correctly, there will be
no need to go back to get a page ejection. One
option would be to call the subroutine at 500 twice.
But if we think of what our objective really is at
line 180, we can do it all correctly the first time
through. Inverting the logic and adding an OR
connective does the trick nicely.
r"
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Look at how far the original program has
come:
100 OPEN 4,4
L05 OPEN 1,8,3," CONTROL "
110 REM START OF PAGE
120 FOR J=l TO 2;PRINT#4;L=L+1 :NEXT J
130 PR1NT#4,"{5 SPACES) TITLE {3 SPACESJ"sL
=L+1
140 PRINT#4:L=L+1
150 INPUT#1,A$:SW=ST
170 PRINT#4,A$;L=L+1
180 IF L>61 OR SWo-0 THEN GOSUB 500
250 IF SV;=0 AND L>0 GOTO 150
260 IF SV?=0 GOTO 110
310 CLOSE 1
320 CLOSE 4
330 END
500 FOR J=L TO 66:PRINT#4:NEXT J
510 L=0: RETURN
This is pleasing, but we can do even more.
The repeated SW = 0 test in lines 250 and 260 still
irks a little: It seems clumsy. The whole business
is tied up with whether to print a title or not. Is
there a better way? Could the test of L>0 be some-
how shuttled up to the top of the loop instead of
sitting at the bottom?
The Header Module
While we're thinking about it, that whole business
of printing a header is really a module — we must
do the whole thing, title and all, or nothing. If we
move it out to a subroutine, we might see the
MoYl98d COMPUTE! 145
logi
: flow more cl
.\Tr!y. Let's do it and work on
the
ogic flow
Wo
end up with this:
100
OPEN 4,
3
105
OPEN 1,8,3,
"CONTROL"
110
IF L=0 THEN
GOSUB 600
150
INPUT#1
A$:
SW=ST
170
PRINT#4
A$:
L=L+1
180
IF L>51
OR
SWO0 THEN GOSUB 500
260
IF SW=0
GOTO 110
310
CLOSE 1
320
CLOSE 4
330
END
500
FOR J=L
TO
66:PRINT#4:NEXT
J
510
L=0 : RETURN
600
FOR J=L
TO
2:PRINT#4:L=L+1
:NEXT J
610
PRINT#4,
=L+1
"{5
SPACES} TITLE {3
SPACES}"
620
PRINT#4
L=L+1
630
RETURN
Look at that main section from lines 100 to
330. It now seems tight and concise like a finely
tuned instrument.
Both subroutines — at lines 500 and 600 — are
called only once. If it seemed important, we could
put them back into the main program stream. But
I'm happy to see them as clearly isolated modules.
At this stage I would add comments (line 499:
REM PAGE EJECT and line 599: REM PAGE
TITLE) to neaten things up.
Moral
First, what you see published is not always the
first idea that popped into the author's head. The
programmer is not always smarter than you. Time
has been taken to groom the program into its final
shape. When many people are going to read your
code, you like to take a few extra pains with its
appearance.
Second, don't be afraid to revise your pro-
grams, even if they work correctly. Sure, a one-
shot program often doesn't warrant picking over;
use it and forget it. But sometimes the exercise
can reveal, almost accidentally, powerful and
effective programming methods.
Third, sti/le isn't an inborn talent that some
people have and some don't. You learn it as you
go. Some things you will discover for yourself,
and others you'll pick up by looking at other
people's programs.
The odd thing is that we instinctively recog-
nize better writing when we have written it. You
may not know exactly why, but you often feel
good about a certain piece of programming. Usu-
ally, it's because it has style.
Copi/n\'/;f Ci7gLS3 jim Buttcrfidd ®
COMPUTE!
The Resource.
VIC/64 Memdata
Michael M. Milligan
"Memdata" converts a machine language routine into
DATA statements and then erases itself, allowing you
to save the DATA to disk or tape for later use.
Transferring a machine language routine into
DATA statements involves a lot of work. To sim-
plify the job, "Memdata" takes memory bytes
between two addresses, inclusively, and returns
DATA statements complete with BASIC line num-
bers. Once the program has generated those state-
ments, it automatically erases itself, leaving only
the DATA — as you will see by typing LIST after
the program is run.
The first part of Memdata is a modified ver-
sion of Jim Wilcox's "Automatic Line Numbers"
{COMPUTE!' s First Book of VIC). The line numbers
are the decimal value for the address of the first
byte in each line. This serves as a marker to be
sure that every location is accounted for. Also,
because many machine language subroutines are
located at the top of RAM, it makes the data line
numbers high enough to be appended to an exist-
ing BASIC program. The appending can be done
with the Datassette or disk files, thus eliminating
a lot of typing.
Once you save the DATA statements you
have created, enter NEW and PRINT PEEK
(43),PEEK{44). Write down these two numbers.
LOAD the program to which you wish to append
the DATA. Next, enter POKE 43,PEEK{45)-2:POKE
44,PEEK(46). Then, LOAD the DATA statements
right in there with the first program. When it is
loaded, POKE 43 and 44 with the numbers you
wrote down after the earlier PEEK(43) and
PEEK(44). This will merge the two programs if
the DATA statement line numbers are higher
than the highest line numbers in the original
program.
Memdata erases itself in a novel way. Because
line numbers used in Memdata are so high, the
DATA statements will be the first lines in the
BASIC program area. After the DATA statements
are created, Memdata searches memory for DATA
(token 131) following a line number. When it finds
something besides a DATA token, it POKEs zeros
into the high and low bytes of the link address for
that line. These two zeros, plus the zero byte that
signals end-of-Iine, make up the three zero bytes
that convince the LIST and SAVE functions that
the end of the BASIC program has been reached.
Because of this, it's important to save the program
before you run it for the first time.
Memdata
Refer to the "Automatic Proofreader" article before typing this
program in.
63720 PRINT" {CLR)i21 li" jPRINT" f RVS JTO
[ SPACE} CONVERT MEMORY TO (oFF)"
:rem 159
63723 PRINT" (RVS) DATA STATEMENTS ENTER
{0FF}":PRINT"§21 u3" : rem 61
63730 PRINT" INCLUSIVE DECIMAL" i PRINT"MEMO
RY LOCATIONS" :PRINT:INPUT"FROM", -A
:rem 138
63733 PRINT :INPUT"TO";C; PRINT :INPUT"BYTES
PER LINE"?B irem 170
63735 C=C/256:P0KE251, (C-INT(C) )*256:POKE
252, C srem 60
63740 P0KE2,B:PRINT"tCLR)"; : rem 172
637 50 B=A/256:P0KE253, (B-INT( B ) )*256 :POKE
254,8 :rem 55
63 7 55 PRINT:PRINTMID$(STR$(A),2,LEN(STR$(
A))-l); "DATA " ; : rem 247
63760 FORI=0TOPEEK(2)-1 : rem 76
63763 A5=STR$(PEEKCA+I ))+"," : rem 223
63765 IFA+I>PEEK(251 )+256*PEEK(252)G0T063
780 :rem 221
63768 PRINTMID$(A$,2,LEN(A$)-l)r : rem 7
63770 IFA+I=PEEK( 251 ) +256*PEEK( 252)G0T063
830 :rem 212
63775 NEXTI:GOTO63830 : rem 11
63780 PRINT" [LEFT] ":GOTO 63870 :rem 241
63830 PRINT"{LEFT] " : POKE631+PEEK ( 198) , 13
: rem 72
63840 PRINT"GO63B50":FORA=631TO634:PDKEA,
145:NEXT:POKEA,13:POKE636,13:POKE19
8,6 :rem 147
63841 END ; rem 221
63850 PRINT"{2 UP} " :F0RA=1T03 : PRINT"
{8 SPACES}" tNEXT; PRINT" {3 UP}";
:rem 28
63860 A=PEEK{253)+256*PEEK(254)+PEEK(2):G
OTO63750 :rem 227
63870 Q=PEEK(43) ;U=PEEK(44) : rem 29
63880 IFPEEK(Q+4+256*U)<>131GOTO63900
:rem 79
63890 Q1=PEEK(Q+256*U) :U1=PEEK(Q+1+2S6*U)
:Q=Q1;U=U1:GOTO63880 ; rem 86
63900 P=Q+256*U:POKEP,0:POKEP+l,0:rem 173
63910 PRINT" {CLR]E21 l3" ; rem 177
6 3920 PRINT" {RVS] TYPE LIST TO SEE DATA
{OFF}" :rem 145
63930 PRINT"i21 U3" :rem 238©
Moy19e4 COMPUTE! 147
INSIGHT: Atari
Bill Wilkinson
Learning How
A month or two ago, I stated that I couldn't pos-
sibly teach beginning machine language pro-
gramming in this column — it would consume my
entire output for a year or more. And yet I continue
to get letters that ask me "How do you learn to
write programs?"
I believe that those who ask the question are
not asking tor a tutorial on the foibles and pitfalls
of the FOR-NEXT loop. Nor are they really asking
about the intricacies of the 6502 instruction set.
Most of them have already mastered the tutorial-
level material on their chosen language. What
these perplexed people are really asking is "What
good is all this programming stuff, anyway?"
And that is not really surprising. So many
tutorials tell you hoiv to write a program to do
such and such. So few discuss zvln/. Too often,
learning to program is approached like learning a
foreign language. Memorize the conjugations and
punctuation; put sentences together like this; and
if someone asks you "G'dye moya k'neega?" you
know what to answer (providing you were study-
ing Russian instead of Spanish).
Computer Conversations
But the need to learn human languages is obvious:
The first time you feel hungry in Paris, you can
ask for directions to a restaurant in your best Ber-
litz French. You don't have to "design" a conver-
sation. Not so with learning to program: "Okay,
now I know all these neat keywords and syntax
and punctuation. How do I start a conversation?"
Well, as I hinted above, the secret is that you must
design a program.
To some, this design process is simple and
obvious. Others never really get the hang of it.
(Would it surprise you to learn that many profes-
sional programmers never become expert at de-
signing? They make their living implementing
other people's designs.) And many, like myself,
become somewhat proficient at a few kinds of
designs while remaining incompetent at others.
(My lament: I don't think I will ever achieve the
level of creativity necessary to design a really good
game.)
Now, all the above philosophizing surely has
some purpose, you hope. Indeed, I think it does.
W8 COMPimS May 198-5
Kibitzing
I have been promising for a few months now that
I would provide patches to allow the Atari 1050
drive to work in enhanced mode with good old
Atari DOS 2.0s. Well, I finally gathered enough
information to begin the task, and 1 thought you
might enjoy looking over my shoulder while 1
tackle the problem.
This will be a kind of short diary of what I
have gone through. There have been more side-
tracks and bugs and flat-out boo-boos than I can
find room for here. And I won't even tell you
how many assemblies I have made (though I
will say I made about 10 or 12 just looking for the
best of several possibilities for a series of shift
instructions).
Even though I admire and strive for a "clean"
design, I am apt to take the course of least resis-
tance if I am confident it will work properly. With
that in mind, then, let us begin tackling our task.
Note: I will make frequent reference to the
listing of Atari DOS 2.0s as published in the book
Inside Atari DOS from COMPUTE! Books. Page
numbers and line numbers in square brackets
[131: 1350] refer to the book.
It will not be necessary to own the book to
understand most of what is going on, but having
the book available will make it easier. Also, if you
do not understand machine language, neither the
book nor my explanations will be easy to follow,
but you can still use the results (which will appear
next month).
The 1050 And DOS 2.0s
The first thing we must always do is define the
task. Here, that is deceptively simple to do: Make
the enhanced density mode of the Atari 1050 drive
work with Atari DOS 2.0s.
The next step is much harder: Design the
implementation of the task. And, actually, this
single step consists of many substeps. For ex-
ample, let's first investigate the facts which I knew
when I started.
The drives:
Item: An Atari 810 drive has 40 tracks of 18
sectors of 128 bytes each. That's a total of 720
sectors.
AATARi;SS?»f«w***
ATARI Is alradCmarkDl ATARI. INC tjlJ * ni^KHRIVr^
ATARI 800XL Call
Atari 1050
Disk Drive Call MOSAIC
Atari 1010
Recorder 77.00
Atari 1027
Printer Call
Atari 850
Interface Call
64K Ram/400 149.00
64K Ram +Cable Kit
400/800 169.00
48K Ram Kit 94.00
16/32 Ej^pander . . . .64.95
32K Ram 77.95
Mosaic Adaptor .... 49 95
Memory Expansion for Atari 600XL . . Call
3RD Paily Printer Interfaces
Interfast I 139-00
Apeface w/cable included 69.95
PRINTERS
Axiom AT-100 . . 229.00 Gemini 10X Call
Axiom AT-550 . . 329,00 Alphacom Call
Riteman Call Okidata 92A .... Call
Call for assorted Printer Packages
DISK DRIVES
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. . . Call
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Indus GT
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. . 39,95
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Invitation to Program IT... 1995
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Hundreds of itemi available far the
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1525 80 Column Printer 229.00
1530 Datasette 66.00
1702 Color Monitor 249.00
1650 AD/AA Modem 89.00
RS 232 Interface 44.00
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MISCELLANEOUS FOR
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Flight Simulator II -D .... 37 95
Night Mission/Pinball-D .. 20 95
Praticalc PS - D 59 95
M-Flle - D . . 34.95
Word Pra 3*/Spell D 74,95
Home Accountant - D .... 52 95
Step by Step • D/T 44.95
Barron's Sal - D 59 96
Money Manager - D/T , . . , 19 95
Bristles ■ D/T 20 95
Teleslar 64 - Cart 37 95
Star League
Baseball - D/T 22.95
Zombies - D/T 23.95
Castle Wolfenstein - D . . . . 20 95
Swashbuckler - D 23.95
Sorcerer - D 34 95
Computer Baseball ■ D . . . . 27.95
Ringside Sea! - D 27,95
Professional GoK - D 27 95
Congo Bongo - Cart 27 95
Mastertype - Cad 27 95
Solo Flight - D 23 95
Vic Switch 124 95
CardCO • G 64 95
ACCESSORIES
WICO Joystick Call
Flip'n File Trunks 20 95
Fhp'n File Can 20.95
Joysensor, 24.95
Elephant Disks
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WICO Trakball 37 95
KRAFT Joystick IS 95
D - Disk
T - Cassette
Cart - Cartridge
Item: An Atari 1050 drive has 40 tracks of 26
sectors of 128 bytes each, for a total of 1040
sectors.
Item: A 1050 will automatically read either
density diskette (single or enhanced), but it
formats a new diskette according to the format
command it receives. In particular, a ! com-
mand ($21) causes single-density formatting,
while a " command ($22) causes enhanced
density.
The software:
Item: DOS 2 is capable of accessing both 810
drives and their double-density equivalents
(drives with 40 tracks of 1 8 sectors of 256 bytes
each).
Ik'Di: There is an inherent !imit of 1024 sectors
in DOS 2, since it allows only a 10-bit sector
number in the link field of each sector. Also,
on a single density diskette, DOS 2 accesses
only 719 of the 720 sectors.
Item: The listing of Atari DOS. Actually, this
is not a "known" item, and much of what
follows is a discussion of what I learned and
applied from reading the listing several
times.
Finding The Format
Armed with these knowns, let's tackle the un-
knowns. It seemed to me that the first point to
attack was the disparity between what the 1050
was capable of and what DOS 2 would request of
it. All of a sudden, DOS 2 must bo able to under-
stand three different kinds of disk formats. Ques-
tion: How can DOS tell what format a particular
diskette is?
The answer is to be found in the DOS listing
[66: 2213-2222]. During initialization, a status
request is made of each drive. When the drive
responds, one of the bytes it returns to the com-
puter describes the drive's type. In particular, the
listing makes it clear that a double-density disk
has bit 5 ($20) set on. DOS 2 uses this bit to dif-
ferentiate between 128-byte and 256-byte sectors.
All very well, even assuming that an en-
hanced mode 1050 returns a zero bit here (which
it does, thus properly indicating 128-byte sectors).
But what distinguishes an enhanced density dis-
kette? I confess that I obtained the answer to this
question through a simple experiment: I simply
booted a system with an Indus 1050-compatible
drive as D2 and looked at the status value it re-
turned during DOS initialization. Lo and behold,
it returned $80. Not surprisingly, the high bit is
off in 810 and double-density modes. Voila.
Sector Limits
The second major question to investigate is "How
many of the 1050's sectors can we make DOS 2
150 COMPUTC! May 1984
utilize?" Well, we already know that 1024 is an
upper limit. Is there any other limiting factor?
The answer is in the layout of the Volume Table
Of Contents (VTOC) under DOS 2. The VTOC
contains a single bit for each accessible sector on
the disk (a scheme known as a bitmap, though
Atari literature often uses VTOC and bitmap inter-
changeably). If a bit is on (1), the corresponding
sector is available. If a bit is off (0), the sector is in
use. With eight bits per byte, then, there must be
90 bytes in the bitmap.
DOS 2 allows only a single sector (in this case,
128 bytes) for the VTOC of each diskette. While
we could circumvent this restriction, it would
require a lot of work, and might cause some secon-
dary problems. (1 don't want to go into this subject
more now, but it cost me four to six hours of in-
vestigation before I decided against a two-sector
VTOC.)
In 128 bytes, there are 1024 bits. So it would
seem that the limit on number of sectors is indeed
1024. Alas, it is not to be. The description of the
VTOC clearly calls out usages for the first six bytes
(DOS type, maximum number of sectors, current
number of sectors, write-required flag) and re-
serves the next four. So now we are down to 118
bytes and 944 sectors. Is thai our limit?
A Final Of 976 Sectors
At first, I was inclined to say it is. But I pored over
the listing a couple more times, checked every
memory reference that was related, and finally
concluded that we could use the four reserved
bytes. Which gives us 122 bytes and a final
maximum of 976 sectors. Well, that doesn't seem
too bad. We are only 64 sectors away from the
theoretical maximum and surely a lot better off
than with a limit of 720 sectors.
So this is our plan: Use the upper bit ($80) of
the drive status to recognize an enhanced density
diskette; allow 975 sectors (DOS 2 always throws
away the first possible sector); displace the bitmap
in the VTOC by 4 bytes on the low end and
lengthen it to 122 bytes.
Implementing Our Plan
By the time I had decided on a plan, over half the
time I had allotted to this project had elapsed. As
I write this, all the allotted time is gone, and I am
not done yet. Sounds like a typical software pro-
ject. Anyway, this month I will tell you of the
difficulties I faced. Next month we can decide
how well I faced them. In any case, let's begin the
next step.
Before I could start the actual coding of the
modifications, I had to find all the places in DOS
which would be affected by my scheme. While
many parts of DOS are affected by a change in
density (from 128- to 256-byte sectors), there are
only a few routines which actually care about
such things as disk status, where the VTOC's
bitmap is, and how many sectors are available.
Some of the routines 1 could successfully
ignore. For example, when you delete a file and
free up its sectors for later use, you must bump
the count of free sectors. But if the rest of DOS is
working, you don't have to check for validity of
the bumped value. The same thing is true when
we allocate a free sector and must decrement the
count. And the boot process cares whether we
are using 128- or 256-byte sectors, but it doesn't
care how many sectors are on the disk.
Some Areas Need Patching
But there are several spots which definitely need
attention, so let's discuss them now (next month
we discuss the solutions).
1. In the BSIO (Basic Sector Input Output)
routine, there is a check for a format command
[65: 2]44]. DOS 2 simply compares the current
command with $21 (!) and makes a decision ac-
cording to an exact match. Now, though, we must
allow for either $21 or $22 (") as format
commands.
2. In DOS initialization [66: 2218], each acces-
sible drive is checked for its status. DOS 2 ignores
all bits of the status except bit 5 ($20) and stores a
1 or 2 (single or double density) in the drive table
(DRVTBL) for each drive so checked. We need to
find a way to capture and use bit 7 ($80), preferably
by keeping it in DRVTBL, also. Fortunately, the
only other routine which accesses DRVTBL is
SETUP, which we discuss below.
3. In XFORMAT [79: 3510], the actual format
command is stored in the DCB (for use by BSIO,
as above). We need to allow for either $22 or $21,
while DOS 2 allows only $21.
4. Also in XFORMAT [79: 3547, 3552], the
maximum number of sectors and number of sec-
tors available are stored in the VTOC which is
being created (for the newly formatted disk). Cur-
rently, DOS 2 simply uses LDA # (load immediate
value) to store what it thinks is the only possible
count (707). We must provide for the enhanced
density count as well.
5. Again in XFORMAT [80: 3559-3570], there
are several assumptions made about how big the
bitmap is and where the directory and boot sectors
are to be represented in the map. Since we will
move the base of the map down four bytes, we
must provide for variable numbers here, as well.
6. In FRESECT [90: 5166], the base of the bit-
map is assumed to be byte 10 ($0A) of the VTOC.
We must change the assumption,
7. In GETSECTOR [91: 5199, 5202, 5239], simi-
lar assumptions about the bitmap are coded via
immediate loads.
8. In SETUP [92: 5288], which is called by
every major routine in DOS 2, the type byte stored
in DRVTBL (see item 2, above) is simply trans-
ferred to a global location (DRVTYP) for use by
other routines. If we change what is stored in
DRVTBL, we need to change how and what we
store in DRVTYP.
Keeping The Patches Small
And that's it. Not too bad, right? If only that were
true. Remember, our goal here is to patch the stand-
ard version of DOS without affecting.its normal
operations and without requiring a reassembly of
the whole thing to make our patches fit. In general,
then, the smaller and fewer the patches, the better.
The real problem here is the number of load
immediate instructions, used to implement what
are now to become invalid assumptions. If these
were three-byte instructions (such as loads from a
non-zero page memory location), we would have
a simple task: Change the values in the locations
being loaded.
Since they are load immediate instructions,
though, our only choices are to either make large
and cumbersome patches (generally JSRs to sub-
routines which will do the work, but remember
that JSR occupies three bytes), use loads from
zero page (a neat alternative, but we have no zero
page available to us), or to continue to use load
immediate.
Self-Modifying Routines
My choice? Continue to use load immediate. But
how? By producing some (shudder at this next
phrase, please) self-modifying routines. Re-
member how I said at the beginning that I some-
times took the path of least resistance? This is one
of those sometimes.
The "trick" which allows my scheme to work
is relatively simple: Every routine which needs a
load immediate changed is only used by DOS 2
after a call has been made to SETUP. Basically,
SETUP examines the disk number and drive type
and produces various pointers and values in fixed
locations for use by other, higher-level routines.
What would be more appropriate than for SETUP
to also set up the needed values which will be
loaded in immediate mode?
And this is, indeed, the plan I tried. At the
point where SETUP stores the drive type [92:
5288], I placed a JSR to my patch-it routine. And
my patch-it routine used the disk type information
to determine which of a pair of immediate values
would be used in each of the cases noted above.
It looked like it would work.
Fitting The Patch Into DOS.SYS
Except (You knew that was coming, didn't you?)
where do I put the patch? 1 have discussed this
subject before, so let me succinctly say that the
only sizable patch area in DOS.SYS is at location
MovWW COMPUH! 151
$1501, in the gap between DOS. SYS and Mini-
DUP (the root of DUP.SYS). There are exactly 63
bytes available there. And my routine was about
85 bytes long.
The story of how I pared my patch down to
fit (just barely) will have to wait for next month.
Fortunately, it is a short patch. Also fortunately,
there are a couple of small patch spaces still float-
ing around in DOS.
Incidentally, if you were looking for the con-
tinuation of my notes on how to load saved binary
files, keep looking. It turns out that the subject
has direct bearing on what we are doing here, so
it seemed not inappropriate to postpone it a month
(or possibly two). ©
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A BASIC
Cross- Reference
Jim Butterfield, Associate Editor
"Cross-Ref" is a valuable programming tool that serves
several purposes. Not only does it locate all line number
and variable references in a program, but it also helps
you prepare documentation and even tighten up your
program. It's for BASIC programs stored on disk and
will output to the screen or printer. For PETiCBM
(Upgrade and 4.0 BASIC) and Comtnodore 64.
"Cross-Ref" and "Cross-Ref64" will analyze a
BASIC program stored on disk and give you in-
formation on all line number references and all
variable references.
It works only with programs written in
BASIC; it does not work with programs stored on
tape. A program SAVEd on disk may be manipu-
lated as if it were a data file; but a program on
tape cannot be handled in that way.
All types of variables are detected and listed:
regular variables, strings, integer variables, and
arrays. This includes special variables such as TI,
TI$, or ST. If a variable name contains more than
two characters, only the first two will be shown.
(They're the only ones used by BASIC.) So HOUSE
is the same variable as HONK.
While Everything Is Fresh In Your l\Aind
If you have completed writing a program, the
Cross-Ref output will serve as a valuable piece of
documentation. As each line and variable is listed,
you may note its purpose while everything is
fresh in your mind: "Line 300 is the start of the
analysis: variable A$ is the name of the input
fUe...."
Even if your program is not complete, Cross-
Ref can be useful. In large programs, you may
wonder what variable names have been used;
you want to pick a fresh variable name that won't
conflict with anything else. Alternatively, a test
run may reveal a problem that shows up within
the subroutine that starts at line 750: You can find
all calls to that subroutine.
If you're thinking of tightening up your pro-
gram, you may want to pack two or three lines of
code together into a single line. But you can't do
this if some of the lines are referenced elsewhere
in the program. Cross-Ref will tell you the story.
And if you're looking at somebody else's
program, and don't know, say, what variable V3
is being used for, you can run Cross-Ref and find
every occurrence of V3.
Running The Program
LOAD and RUN Cross-Ref. Be sure you place the
disk with the program you want to cross-reference
into the disk drive.
When Cross-Ref asks PROGRAM?, type in
the name of the program you wish to analyze.
You may use pattern matching if you wish: For
example, BAG* will match program name
BAGELS.
Everything happens very fast. The disk runs
for about the same amount of time that is needed
to load the program in question. Then you are
asked PRINTER? At that time, the cross-reference
is complete; the program wants to know where to
deliver the results. Answer Y or N.
Output may be to screen or printer. The line
number cross-reference appears first. The refer-
enced line number appears, followed by a colon,
then the lines where it is used.
Then the variable cross-reference appears, in
alphabetical order. Arrays are shown with a single
left parenthesis, so that A(M + NV%) will be
shown as A( — and there will also be other entries
for M and NV%, of course.
Sometimes a variable or line number will be
used more than once on a single line of your pro-
gram, for example, "100 X = X + 7:IF X>20 THEN
X = 0". In this case, the cross-reference for X will
show line 100 only once.
Machine Language For Speed
It's written mostly in machine language for speed.
An early BASIC version of this program appeared
in COMPUTE!, May/June 1980 (that's Issue 4); being
a BASIC program, it ran slo-o-o-owly. But it worked
on identical principles to this version of Cross-Ref.
May 1984 COMPUTE! 153
If you're interested in the mechanics, the next
few paragraphs give an insight into the unusual
logic of both the original BASIC version and the
machine language program presented here.
Because of the plethora of characters to be
analyzed, an unusual approach was taken. It
niight be called a "state transition" program.
Here's the general idea. When we begin the
analysis of a BASIC line, we start in state A. In
this state, we are interested in only a few charac-
ters: an alphabetic, which signals the start of a
variable; a GOTO, THEN, or GOSUB, which sig-
nals that a Une number may be coming; a REM,
which indicates we should ignore everything up
to the end of the line; quote marks, which tell us
that the next few characters will not be of interest
to us; and binary zero, which signals end of line.
If we don't see any of these characters, we
remain in state A and get the next character,
throwing the old one away. But if we do see a
character of interest, we switch to a new state.
Suppose we're looking at a Une that says:
FOR J = 1 TO 9:X35$ = "HELLO":GOTO 500
We start in state A. The first thing we get is the
FOR — it's not a character, but a specially coded
token. Throw it away; it's not on our list. Con-
tinuing on our line, we see a space, which we
trash, followed by the letter }. Aha! It's an al-
phabetic, which tells us "we're in a variable — start
collecting characters. " At this point we don't know
if the variable is called J, J5, JEEPERS, or JR$. We
collect the J and switch to state B.
In state B, we are looking for a whole different
set of characters. Alphabetic and numeric charac-
ters will be collected into our variable name and
will move us to state C. On the other hand, a dollar
or percent sign will also be collected, but will move
us to state E, where we look for a possible array.
Continuing the options: a left parenthesis would
signal an array; collect it and wrap up this label.
A space will be ignored. Almost anything else (in
our example, the equals token) will cause the label
to be wrapped up and put away, returning us to
state A.
Back in state A again, we throw away the
equals, the 1 character, the space, the TO token,
the 9, and the colon. Suddenly we hit the X: Collect
it, and we're off to state B again. This time, state
C finds a numeric, collects it, and switches us to
state D. State D throws away the 5. We stay in
state D and discover the dollar sign, which is duly
collected, and we flip to state E. The equals sign
drops us back to state A; but we wrap up the col-
lected characters X3$ and enter them into the re-
sults table. And so on. Each individual state
searches for its own set of characters which trigger
an action and a movement to another state.
The program to do all this is surprisingly
1M COMPUTE! May19&l
small. The state transition table that directs the pro-
gram from one state to another is surprisingly big.
There are tricky bits, some of which involve
the strange syntax of the PRINT statement. It's
possible to write BASIC lines such as:
PRINT ASB$C%D(3)E
I'd much rather use semicolons to separate those
variables, but since we're allowed to code that
way, extra programming must be added to Cross-
Ref to pick out the variables when they are mushed
together like that.
Typing Cross Reference
Both the PET/CBM and 64 versions of this program
use a special technique to attach the machine lan-
guage to the BASIC portion of the program. The
ML is located immediately following the end of
the BASIC program, then the zero-page pointer
to the end of the program is changed to point to
the end of the ML. This fools the computer into
treating the ML as part of the BASIC program.
To enter the PET/CBM version, first type in
Program 1. You must enter it exactly as it is shown
because the ML must begin at exactly the end of
BASIC. You can check by typing the following
line in direct mode:
PRINT PEEK(1261),PEEK(1262),PEEKa263)
If you have entered Program 1 correctly, you'll
see:
58 160 52
If these are not the values you get, check for spaces
added or left out. When you have Program 1
entered correctly, type the following line in direct
mode:
POKE 41,10:POKE 2560,0:NEW
Then type in and RUN Program 2. Program 2 will
check for DATA statement errors as it POKEs the
ML into the proper locations. If no errors are de-
tected, the program will change the pointers in
zero page to attach the ML to the BASIC from
Program 1. When you type LIST after Program 2
is finished, you should see the lines from Program
1. Although it doesn't show, the ML POKEd by
Program 2 is also in place. You should immediately
SAVE a copy of the completed Cross-Ref program.
You will not need the old Program 1 or 2 again.
The 64 Version
To enter the 64 version (Program 3), you must use
the MLX machine language editor. If you have
not already typed in MLX from a previous issue
of COMPUTE!, there's a copy elsewhere in this
issue. Be sure you read the accompanying article
and understand how to use MLX before you begin
typing in the data from Program 3. The MLX listing
in Program 3 contains the BASIC as well as the
ML portions of Cross-Ref, so no separate BASIC
program must be typed in. MLX makes things
much easier — it's a program worth SAVEing for
this, and future, programs.
Because Cross-Ref begins at the default start-
of-BASIC address (where MLX would normally
be located), you must adjust the 64 so that the
BASIC area for MLX is above the area of memory
which Cross-Ref will occupy. Do this by typing
the following line in direct mode (no line number):
POKE 44,16lPOKE 642,16;P0KE 4096,0:NEW
If you do not finish typing all of Program 3 in one
session, see the instructions in the MLX article on
saving an unfinished version of your work. Note
that you must also type the direct mode line above
before loading MLX again to continue your work.
When MLX is first RUN, it will ask you for a
starting and ending address. For Cross-Ref, the
proper values are:
starting address
ending address
2049
3398
Use the MLX Save optiori to make a copy of your
work. The version of Cross-Ref created by MLX
can then be LOADed and RUN like a regular
BASIC program.
An early version of Cross-Ref for PET/CBM,
called XREF, was published in Cursor magazine
(which came on cassette tape), issue 25. The details
are different, but the program's general speed
and other characteristics are about the same.
Could Cross-Ref be expanded to analyze other
features? For example, FOR/NEXT loop matches
or OPEN and CLOSE statements together with
associated file usage? Perhaps, but I think not.
Whether or not it's a good idea, BASIC allows a
single FOR statement to be matched with more
than one NEXT (and vice versa, for that matter).
Files can be opened, closed and used with variable
logical file numbers — for example, PRINT#X,
"HELLO" — so that a single file's activity is difficult
to trace. Cross-Ref wasn't constructed to follow
the logic of your program, only the mechanics.
You should find Cross-Ref a very useful pro-
gramming support tool. You might discover that
it leads to better programming.
The programs are set up for normal Commo-
dore printers. If you have a printer that specifically
needs a line feed character to be sent, you should
modify Cross-Ref64 only as follows:
POKE 3181,10
POKE 3223,10
Program 1: basic Portion Of PET/CBM Version
100 PRINT" {CLR} CROSS REF" : PRINT"
[SHIFT-SPACE) {4 SPACESjJIM BUTTERFIEL
D"
115 W=6:IFPEEK( 32808 )=32THENW=11
120 CLOSEl: INPUT "NAME OF PROGRAM ";N$
130 OPENl ,8,3, N?+" , P, R" :GET#1 ,X$ , Y$ : IFX$<
>CHR$(1)GOTO120
190 SYS1668 : CLOSEl : INPUT "PRINTER" ; Z$ : P=3 :
IFASC ( Z? ) =89THENP=4 : W= 1 1
200 0PEN4,P;PRINT#4, "CROSS-REF: ";N?:POKE
208,W:SYS2102:PRINT#4:CLOSE4
Program 2: Loader For PET/CBM ML Portion
100 SA=1267:SL=200
110 FOR 1=0 TO 8
120 CK=0:AD=SA+( 1*120) :LN=SL+ ( 1*150 )
130 FOR J=0 TO 119
140 READ BY:CK=CK+BY:POKE AD+J,BY
150 NEXT J: READ CVsIF CKoCV THEN 190
160 NEXT I: PRINT "MACHINE LANGUAGE IS LOA
DED"
170 POKE 40,1:POKE 41,4:POKE 42,43 :P0KE 4
3,9
180 POKE 44, 43; POKE 45, 9: POKE 46, 43: POKE
{SPACE}47,9:END
190 PRINT "DATA ERROR IN LINES" ;LN; "-" ;LN
+140:STOP
200 DATA 0,0,0,0,0,0,0,0
210 DATA 0,0,0,0,0,0,11,11
220 DATA 11,11,11,11,11,11,11,11
230 DATA 11,11,11,11,11,11,11,11
240 DATA 11,11,11,11,11,11,11,11
250 DATA 11,11,11,11,11,11,11,5
2S0 DATA 11,3,3,3,11,4,11,11
270 DATA 11,9,11,11,11,2,2,2
280 DATA 2,2,2,2,2,2,2,8
290 DATA 11,11,11,11,11,11,1,1
300 DATA 1,1,1,1,1,1,1,1
310 DATA 1,1,1,1,1,1,1,1
320 DATA 1,1,1,1,1,1,1,1
330 DATA 11,11,11,11,11,11,11,11
340 DATA 11,11,11,11,11,11,11,11
345 DATA 774
350 DATA 11,11,11,11,11,11,11,11
360 DATA 11,11,11,11,11,11,11,11
370 DATA 11,11,11,11,11,11,11,11
380 DATA 7,11,11,11,11,11,10,10
390 DATA 11,11,10,11,6,11,11,11
400 DATA 11,11,11,11,11,11,11,11
410 DATA 11,11,11,11,11,11,11,11
420 DATA 11,9,11,11,10,11,11,11
430 DATA 11,11,11,11,11,11,11,11
440 DATA 11,11,11,11,11,11,11,11
450 DATA 11,11,11,11,11,11,11,11
460 DATA 11,11,11,11,11,11,11,11
470 DATA 10,11,11,11,11,11,11,11
480 DATA 11,11,11,11,11,11,11,11
490 DATA 11,11,11,11,11,11,11,11
495 DATA 1304
500 DATA 11,11,11,11,11,11,11,11
510 DATA 11,11,11,11,11,11,11,11
520 DATA 11,11,11,11,11,11,11,11
530 DATA 11,11,11,11,11,0,12,12
540 DATA 12,12,12,12,12,12,12,12
550 DATA 12,0,224,72,12,12,24,36
560 DATA 48,12,12,60,12,0,24,24
570 DATA 24,24,12,24,24,24,24,24
580 DATA 24,0,36,36,36,36,36,36
590 DATA 36,36,36,36,36,0,48,48
600 DATA 48,48,48,48,48,12,48,48
610 DATA 48,0,224,212,12,12,24,36
620 DATA 48,12,60,60,12,0,72,72
630 DATA 12,12,24,36,48,12,12,60
640 DATA 12,0,12,212,12,12,24,36
645 DATA 3507
650 DATA 48,12,60,60,12,0,236,236
660 DATA 248,140,24,36,40,12,12,60
670 DATA 12,0,108,108,248,140,24,36
May 1984 COMPUTE! 155
680 DATA 48,12,12,60,12,0,120,12
690 DATA 12,140,24,36,48,12,12,60
700 DATA 12,162,1,32,198,255,32,54
710 DATA 7,169,0,133,190,169,11,133
720 DATA 191,169,6,133,185,162,13,189
730 DATA 29,9,157,249,10,202,16,247
740 DATA 48,7,32,204,255,96,32,179
750 DATA 7,32,228,255,32,228,255,240
760 DATA 241,169,0,133,192,169,10,133
770 DATA 193,32,228,255,133,90,32,228
780 DATA 255,133,89,162,12,134,184,32
790 DATA 228,255,201,32,240,249,170,189
795 DATA 12998
800 DATA 0,5,168,177,184,16,3,32
810 DATA 11,7,41,127,164,184,133,184
820 DATA 201,84,176,7,192,84,144,3
830 DATA 32,64,7,201,120,208,19,192
840 DATA 120,208,15,142,122,2,32,64
850 DATA 7,174,122,2,169,12,133,184
860 DATA 208,205,201,0,240,160,208,191
870 DATA 41,127,72,201,84,240,20,138
880 DATA 162,0,180,84,192,32,240,7
890 DATA 232,224,5,208,245,240,18,149
900 DATA 84,240,14,138,162,0,180,85
910 DATA 148,84,232,224,4,208,247,133
920 DATA 88,104,96,162,4,169,32,149
930 DATA 84,202,16,251,96,72,165,192
940 DATA 164,193,56,233,7,133,186,176
945 DATA 14445
950 DATA 1,136,132,187,201,0,152,233
960 DATA 10,144,20,160,4,185,84,0
970 DATA 209,186,208,5,136,16,246,48
980 DATA 73,165,186,164,187,208,219,165
990 DATA 192,164,193,133,188,132,189,56
1000 DATA 233,7,176,1,136,133,186,132
1010 DATA 187,201,0,152,233,10,144,21
1020 DATA 160,6,56,177,186,145,188,249
1030 DATA 84,0,136,16,246,144,6,165
1040 DATA 186,164,187,208,214,160,6,185
1050 DATA 04,0,145,188,136,16,248,24
1060 DATA 165,192,105,7,133,192,144,2
1070 DATA 230,193,32,54,7,104,96,96
1080 DATA 165,190,164,191,133,186,132,187
1090 DATA 56,165,192,233,0,141,122,2
1095 DATA 15395
1100 DATA 165,193,233,10,141,123,2,13
1110 DATA 122,2,240,227,24,173,122,2
1120 DATA 101,186,133,190,133,188,173,123
1130 DATA 2,101,187,133,191,133,189,32
1140 DATA 39,8,165,192,56,233,7,164
1150 DATA 193,176,1,136,133,192,132,193
1160 DATA 201,0,152,233,10,144,184,165
1170 DATA 188,164,189,56,233,7,176,1
1180 DATA 136,133,188,132,189,160,6,56
1190 DATA 177,186,145,188,241,192,136,16
1200 DATA 247,144,6,32,39,8,76,250
1210 DATA 7,160,6,177,192,145,188,136
1220 DATA 16,249,48,190,165,186,164,187
1230 DATA 56,233,7,176,1,136,133,186
1240 DATA 132,187,96,162,4,134,84,32
1245 DATA 15168
1250 DATA 201,255,169,0,160,11,133,186
1260 DATA 132,187,160,4,185,84,0,209
1270 DATA 186,208,5,136,16,246,48,34
1280 DATA 169,13,32,210,255,169,10,32
1290 DATA 210,255,160,0,177,186,153,84
1300 DATA 0,32,210,255,200,192,5,144
1310 DATA 243,169,58,32,210,255,169,0
1320 DATA 133,188,230,188,165,188,197,208
1330 DATA 144,22,169,13,32,210,255,169
1340 DATA 10,32,210,255,160,5,169,32
156 COMPUIB May 1984
1350
DATA
1360
DATA
1370
DATA
1380
DATA
1390
DATA
1395
DATA
1400
DATA
1410
DATA
1420
DATA
1430
DATA
1440
DATA
1450
DATA
1460
DATA
1470
DATA
1480
DATA
1490
DATA
1500
DATA
1510
DATA
1520
DATA
1530
DATA
1540
DATA
1545
DATA
Program
2049
:043,
2055
:032,
2061
:032,
2067
:153,
2073
:032,
2079
:085,
2085
:073,
2091
:052,
2097
:048,
2103
:000,
2109
:078,
2115
:070,
2121
:082,
2127
:036,
2133
:159,
2139
:044,
2145
:080,
2151
:035,
2157
:0B9,
2163
:179,
2169
:137,
2175
:008,
2181
:057,
2187
:133,
2193
:084,
2199
:036,
2205
:139,
2211
:178,
2217
:052,
2223
:000,
2229
:052,
2235
:044,
2241
:083,
2247
:032,
2253
:151,
2259
:058,
2265
:058,
2271
:000,
2277
:000,
2283
:000,
2289
:000,
2295
:000,
2301
:000,
2307
:011,
2313
:011,
2319
:011,
2325
:011,
32,210,25 5, 136,16,248,48, 222
160,5,177,186,13 3,90,200,177
186,133,89,32,225,2 55,164,151
200,208,248,32,192,8,24,165
186, 164, 187, 105, 7, 144, 1, 200
16229
133, 186, 132, 187, 197, 190, 165, 187
229,191,144,134,96,169,0,162
2,157,122,2,202,16,250,120
248,160,15,6,89,38,90,162
2,189,122,2,125,122,2,157
122,2,202,16,244,136,16,23 5
216,88,162,0,169,48,133,189
134,192,189,122,2,72,74,74
74,74,9,48,32,16,9,104
41,15,9,48,224,2,208,2
198,189,32,16,9,166,192,232
224, 3, 144, 220, 96, 197, 189, 208
4,169,32,208,2,198,189,76
210,255,0,0,0,0,0,0
0,78,79,78,69,32,0,0
12648
3: MLX Listing For 64
008,100,000,153,034,083
067,082,079,083,083,177
082,069,070,034,058,102
034,160,032,032,032,206
074,07 3,077,03 2,066,12 3
084, 084, 069, 082, 070, 249
069,076,068,034,000,101
008,115,000,087,178,227
054,000,081,008,120,104
160,049,058,133,034, 2 33
065,077,069,032,079,205
032,080,082,079,071,225
065,077,034,059,078,212
000,126,008,130,000, 123
049,044,056,044,051,232
078, 036, 170, 034, 044, 241
044, 082 , 034 ,058,161, 044
049, 044, 088, 036, 044, 143
036,058,139,088,036,043
177,199,040,049,041,032
049,050,048,000,176,069
190,000,158,050,054,075
050,058,160,049,058,053
034,080,082,073,078,107
069,082,034,059,090,051
058,080,178,051,058,100
198,040,090,036,041,189
056,057,167,080,178,111
058,087,178,049,049,130
224, 008, 200, 000, 159, 254
044,080,058,152,052,107
034,067, 082 , 079 , 083 , 064
045,082,069,070,058,088
034,059,078,036,058,240
049,0^7,048,044,087,129
158,051,049,051,054,120
152,05 2,058,160,052,237
000, 000,000, 000,000, 223
000,000,000,000,000. 229
000,000,000,000,000, 235
000, 000, 000 , 000, 000, 241
000, 000, 000, 000, 000, 247
000,000,000,011,011,019
011,011,011,011,011,069
011,011,011,011,011,075
011,011,011,011,011,081
011,011,011,011,011,087
011
,011
,011
,011
,011
,011,
011
,005
011
003
,003
,003,
011
,004
011
011
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009,
011
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011
002
,002
,002,
002
,002
002
002
,002
002,
002
,008
011
011
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011
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001
001
001
001,
001
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001
001
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001,
001
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001
001
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001,
001
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001
001
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001
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001
001
011
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060
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024
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012
060,
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212
012
012,
024
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060
060,
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000
236
236
24B
140,
024
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048
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012
060,
012
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108
108
248
140,
024
036
048
012
012
060,
012
000
120
012
012
140,
024
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048
012
012
060,
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162
001
032
198
255,
032
054
011
169
000
133,
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169
015
133
076
169,
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133
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013
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013
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249
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247
048
007
032
204,
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096
032
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228
255
032
228
255
240,
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000
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169,
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133
078
032
228,
255,
133
093
032
228
255,
133,
092
162
012
134,
069,
032,
093
2763
069
2769
096
2775
084
2781
063
2787
111
2793
089
2799
075
2805
081
2811
087
2817
U3
2823
159
2829
165
2835
171
2841
177
2847
183
2853
189
2859
191
2865
199
2871
201
2877
213
2883
219
2889
223
2895
230
2901
237
2907
243
2913
249
2919
255
2925
005
2931
010
2937
017
2943
023
2949
029
2955
035
2961
041
2967
047
2973
053
2979
059
2985
058
2991
077
2997
087
3003
209
131
3009
161
3015
203
3021
001
3027
019
3033
049
3039
055
3045
049
3051
251
3057
013
3063
087
3069
073
3075
199
3081
037
3087
211
3093
049
3099
159
3105
061
3111
023
3117
024
3123
012
3129
214
3135
074
3141
203
3147
004
3153
131
3159
200
3165
157
3171
041
3177
186
3183
:228, 255,201,032,
:170, 189,000,009,
.•069,016,003,032,
;041, 127,164,069,
:201, 084, 176,007,
:144,003,032,064,
:120, 208,019, 192,
:015, 142,060,003,
:011,174,060,003,
:133,059, 208, 205,
:240,160,208, 191,
:072, 201,084, 240,
:162,000, 180,087,
:240,007,232,224,
:245, 240,018, 149,
:014, 138, 162,000,
:148,087,232,224,
:247, 133,091, 104,
:004, 169,032, 149,
:016, 251,096,072,
:164,078,056,233,
:071,176,001,136,
:201,000,152,233,
:020,160,004,185,
:209, 071, 208,005,
:246,048,073,165,
:072,208,219,165,
:078, 133,073, 132,
:233, 007, 176,001,
:071, 132,072,201,
:233,014, 144,021,
:056, 177,071, 145,
:087,000,136,016,
:006,165,071,164,
:214, 160,006, 185,
:145,073,136,016,
:165, 077, 105,007,
:144,002,230,078,
:011,104,096,096,
:164,076,133,071,
:056, 165,077,233,
:060, 003, 165,078,
:141,061,003,013,
:240, 227,024,173,
:101,071,133,075,
:173,061,003,101,
:076,133,074,032,
:165,077,056,233,
:078,176,001,136,
:132, 078, 201,000,
:014, 144,184, 165,
: 074, 056, 233,007,
:136,133,073,132,
: 006, 056, 177,071,
:241, 077, 136,016,
1006,032,039,012,
:011,160,006,177,
:073, 136,016, 249,
:165,071,164,072,
:007,176,001,136,
!l32,072,162,009,
: 157, 080, 003, 202,
:096,162,009,189,
:149, 069, 202,016,
: 004, 134,087,032,
;169, 000, 160,015,
:132, 072, 160,004,
:000,209,071,208,
:016,246,048,034,
:032,210,255,169,
;210, 255, 160,000,
240,249,128
168,177,154
011,011,101
133,069,056
192,084,203
011,201, 176
120,208,082
032,064,049
169,012,168
201,000,049
041,127,206
020,138,000
192,032,160
005,208, 173
087,240,242
180,088,107
004,208,178
096,162,114
087,202,186
165,077,226
007,133,226
132,072, 149
014,144,055
087,000,029
136,016,224
071,164,096
077,164,240
074,056,143
136, 133,033
000,152,237
160,006, 193
073,249,136
246,144,000
072,208,063
087,000,035
248,024,031
133,077,215
032,054,197
165,075,210
132,072,061
000,141,091
233,014,234
060,003,224
060,003,164
133,073,029
072,133,248
039,012,077
007,164,163
133,077,068
152,233,013
073,164,223
176,001,032
074,160,199
145,073,025
247,144,108
076,250,180
077,145,091
048,190,233
056,233,032
133,071,057
181,069,164
016,248,251
080,003,090
248,162,147
201,255,020
133,071,117
185,087,215
005,136,210
169,013,113
032,032,067
177,071,216
May 1984 COMPUTE! 157
3189
3195
3201
3207
3213
3219
3225
3231
3237
3243
3249
3255
3261
3267
3273
3279
3285
3291
3297
3303
3309
3315
3321
3327
3333
3339
3345
3351
3357
3363
3369
3375
3381
3387
3393
!l53,
-.200,
(058,
!l33,
(197,
!032,
:210,
!032,
!048,
;133,
:092,
!l65,
(032,
!l64,
:200,
!075,
tl31,
:157,
:120,
:038,
:003,
:003,
!235,
:048,
:060,
!074,
:104,
:002,
t039,
:003,
:208,
:198,
•.000,
:078,
:000,
087,
192,
032,
073,
190,
210,
255,
210,
222,
093,
032,
203,
215,
072,
133,
165,
096,
060,
248,
093,
125,
202,
216,
133,
003,
009,
041,
208,
013,
144,
004,
074,
000,
079,
013,
000,
005,
210,
230,
144,
255,
160,
255,
160,
200,
225,
010,
012,
105,
071,
072,
169,
003,
160,
162,
060,
016,
088,
074,
072,
048,
015,
002,
166,
220,
169,
076,
000,
078,
013,
032,210,
144,243,
255,169,
073,165,
022,169,
169,032,
005,169,
136,016,
005,177,
177,071,
255,240,
010,144,
024,165,
007,144,
132,072,
229,076,
000,162,
202,016,
015,006,
002,189,
003,157,
244,136,
162,000,
134,077,
074,074,
032,039,
009,048,
198,074,
077,232,
096,197,
032,208,
210,255,
000,000,
069,032,
013,013,
255,086
169,052
000,085
073,114
013,108
032,109
032,216
248,032
071,080
133,210
031,028
245,192
071,196
001,176
197,238
144,200
002,005
250,139
092,098
060, 007
060,133
016,092
169,095
189,142
074,106
013,226
224,202
032,027
224,012
074,001
002,152
000,092
000,053
000,139
013,130
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PROGRAMMING THE Tl
(_ Regeno
File Processing
Part 3
This month C. Rt'i^eiia coudtnicA her tlircc-pari discus
sion oil creating data files.
A Birthday List
Program 1 prints a birthday list of the students in a
class. The same data file is used, and the informa-
tion is arranged in order by birthdate. Line 180 is
the OPEN statement for the printer (use your own
printer configuration). Line 190 is the OPEN state-
ment for the disk drive to read in information.
Line 210 reads in the date— again, in the same
order that the items were saved. We will ignore
some of the information, but all the items must be
read in order. Line 25tl combines several of the
items into one variable T$. The birthday BD and
TS are actually arrays, so the items may be sorted.
Lines 280-350 contain the sorting procedure to
sort by birthday.
Line 360 and lines 510-560 print the header.
Lines 370-480 print the information. Linos 380^00
print the month and day from the BD number
that was saved. Line 410 prints a blank line be-
tween months. Lines 420^50 use POS and SEG$
to separate the T$ item back into its parts, then
line 460 prints the information in columns using
the IMAGE statement of line 200.
The Report Writer
Program 2 generates reports using the data saved
in Program 1 of Part 2 (April 1984). Lines 16t)-200
present the option to print the report for one of
the reading groups or for the whole class.
These reports will use a 132-column line, or
conipiTsscd print (16.3 characters per inch). Line
210 OPENs device #1 for the printer. The previous
reports used an 80-column line, which is the de-
fault value for most printers. VARIABLE 132 is
used to designate a longer line before a carriage
return. Line 230 sets m\j printer (TI 825, which is
like the TI 840) to use compressed print. You will
probably need a different command.
Some printers can use a certain CHR$
number. Other printers may require you to set cer-
tain hardware switches. I have used compressed
print and the 132-column line so more can fit on
the one line. The other two reports in this pro-
gram may be printed with the regular printing.
Line 240 is the OPEN statement to read the
data from the data file created by Program 1 (Part
2, April). Again, the variables are in the same
order as they were saved. Line 280 checks for the
end of the file. Lines 290-300 check to see if a par-
ticular group was chosen or if the whole class is
to be printed. Lines 310^80 then print the first
report. The student's R$ tally is separated using
SEGS. Line 360 and line 410 are used to print in-
formation if only part of the ten weeks is used. If
you have a different number of weeks in your
report, you can change the 10 in lines 130, 410,
520, 560, 600, and 670, and the titles in lines 140
and 930-950.
Total Volues
Variable names starting with T are total values.
Lines 440-450 print total presentations divided by
total possible weeks and the individual's percen-
tage. Lines 500-630 print the totals for each week.
A bar graph report is printed in lines 640-700.
Each asterisk represents a report, and the appro-
priate number of asterisks is printed for each week
as a graph.
The final report in this program is to rank the
students from high score to low score by percen-
tage. Lines 720-780 contain the sort routine. The
percentages were stored in the P array with the
corresponding names in NN$. Lines 790-850 print
the percents and names. Line 810 and the sub-
routine in lines 1000-1150 alphabetize the names
of all students who have a zero score.
Console BASIC
You can, in fact, do file processing without Ex-
tended BASIC and all the peripherals. I used Ex-
tended BASIC mainly because of the ease in for-
matting the printing — lining up the columns. In
regular console BASIC you can use subroutines to
Mav1984 COMPUTE! 159
GOTO 420
90 BD« = STR* (BD ( J ) > : : M = V AL ■: SEGS '. BD
■t , 1 . LEN (BD*.! -2)1:: D = VAL OEG* ( B
line up columns of numbers and the TAB function <D)i: T* <c > =T* < D) : ; bd(D)=aa :
to start the columns right. See my January 1984 T*(Dy=TT« -.: c=c-b :: if oa
column in COMPUTE! for some sueeestions on ,^^.. [!^" '^"'t^ r^^^^n ^. ,
. ... "-"-' oi5y NEXT J ; : GOTO y i 0
formattmg and screen scrollmg. 3^0 gqsub 510
To use a printer you need the RS-232 interface 370 for J=i to i
plus the printer. A number of different name 330 if bDsJ)^0 then b*=" " :: D=i?i
brands of printers can be used with the T1-99/4A.
The printer manuals should tell you what features
the printer has and how to control different fea- d*^len7bd*>^- 1 , 2> ) "
tures, such as the number of characters per inch ^g,^j B*=h*<M;i: if\?»=L5 then 420
and form feeds. Using the printer and RS-232 ^^0 l = l + : :: print tti :: l*=b*
manuals, you can determine the appropriate print- ^2V p=pds < t* < j ) , "/ " , 3>
er configuration necessary for the OPEN state- ■^-^^•-' h* = segs ( t$ -; j 3 ,i,p-i
ment. Without a printer, you can print on the
screen — just keep within the 28 print columns
and print a screen at a time or use a scrolling delay 4.^,0 print #1. using 200: b« , d, ris , p*
method so you can read the information as it is *
printed. ^^^-'
To use a disk drive you also need the disk
controller or disk controller card for the Peripheral
Expansion box. The disk controller or card comes 50^ s-q
with a command module and a manual that de- 5 1 k> print #1 : tab ( 34 >; "sample class"
scribes disk procedures. To use a cassette, simply 52k) PRiNT #i: ; tab ■: 34 ); "birthday li
change the "DSKl .— " statements to "CSl" and ^ t •■
L 1.U -17 A OT ACT t: i^ CTYCT-i TU^^^^^^n^^ "'-■'•-' PRINT * 1 : : TAB •:33> ; "APRIL 15, 1
change the VARIABLE to FIXED. I he cassette 994"
system works fine— it just takes longer than the ^^.^^ print #1: ; : tab (5) ; "Bi rthday '• ;
disk system. l AB ( 15) ; "NAME" ; tab (41 > ; "PHDNE" ;
TAB (54 ) ; "ADDRESS"
550 PRINT ttlzTAB^S);" " : TAB i
15) ; " "!TAB(41) ; " ";TAB(
54).!' "j . .
560 RETURN
570 END
4 40 P*= "5Bfe-"S<3EGS ■; T* i J ) , P+i , 4 )
450 A$ = £;E6* ( TS < J 1 , P + 5, LEN CT« ■ J ) ) -P +
4 ^
L=L+1 :: IF L=4S THEN PSINT #1:
HR$<i2):: L=0 :: G09UB 510
15^ NE>T J
490 PRINT #1:CHRS(12)
Program 1: Birthday ust
80 REM TI EXTENDED BASIC
«?0 REM DISK, PRINTER
100 REM BIRTHDAY LIST
110 CALL CLEAR
120 DISPLAY AT ( 12, 5) : "BIRTHDAY LIST
Program 2: Report writer
130 OPTION BASE 1 B0 REM TI EXTENDED BASIC
140 DIM T« ( 140) , BD ( 140) , M$ >: 12> 90 REM DISK, PRINTER
150 FOR 1 = 1 TO 12 :: READ M« ( I J : : N 100 REM REPORT WRITER
EXT I 110 OPTION BASE 1
160 DATA JAN, FEB, MAR, APR, MAY, JUN, JU 120 DIM D4 < 1 0 ) , T < 1 0 .) , TT < 1 0 ) , NN* < 1 40
L, AUG, SEP, OCT, NOV, DEC ),P(140)
170 L = 0 :: 1 = 1 :: L*=" " 130 FOR 1 = 1 TO 10 :: READ D* < I) : : N
180 OPEN #1; "RS232,BA=600" EXT I
190 OPEN #3: " DSK 1 . SAMPLE" , INTERNAL , 140 DATA JAN 1,JAN S.JAN 15, JAN 22,
INPUT , VARIABLE 192 JAN 29, FEB 5, FEB 12, FEB 19, FEB
200 IMAGE "C5 SPACES;«## ## 26, MAR 4
{3 SPACES>###tt###it#4*####4»4t#4*«tttt 150 DISPLAY AT(4,6)ERASE ALL:"REPOR
#4» ########{3 spaces: *»*4t^»##«tt*» T WRITER"
4)4«^####M#4;#:t»##M#>' 160 DISPLAY AT ( 7 , 3 ) : " CHOOSE : " :: DI
210 INPUT #3: G , N* , F5, A$, P*, BD ( I > , R* SPLAY AT(3,5):"1 GROUP 1" :: DI
, C« SPLAY AT<9,5):"2 GROUP 2"
220 IF C*="MOVED" THEN 210 170 DISPLAY AT(10,5):"3 GROUP 3" ::
230 IF N*="ZZZ" THEN 270 DISPLAY AT(12,5):"4 COMPLETE C
240 IF P4="" THEN P*="<4 SPACESi" LASS"
250 T*<I)=F*&" "S<N*£<" / "!<P1.!(AS 1B0 CALL KE V ( 0 , KE Y , ST i
260 1=1+1 :: GOTO 210 190 IF KEY<49 OR KEY>52 THEN 130
270 1=1-1 :: CLOSE #3 200 61=KEY-48 :: CALL HCHAR ( 7 , 3 , 32 ,
280 DISPLAY AT (23, 1) : "SORTING" 192)
290 B=l -IfJ' OPEN # 1 : "RS232 . BA = 600" , VARIABLE
300 B=2*3 :: IF B<=I THEN 300 132
310 B=INT(B/2):: IF B=0 THEN 360 220 REM SET FOR COMPRESSED PRINT
320 FDR J=l TO I-B :: C = J 230 ESC* = CHR* ( 27 ) : : PRINT «1:ESC*?<"
330 D = C + B :: IF BD ( C ) < =BD ( D ) THEN 35 P " Si " D ■' S,ESC* S. " \ "
0 240 OPEN *3: "DSKl . SAMPLE" , INTERNAL,
340 AA = BD(C;>:: TTS = T*(C):: BD(C)=BD INPUT , VARIABLE 192
160 COMPUTE! May19S4
250 1=0 :: LS="A" 770 AA=P(C):: AA«=NN*(C):: P(C)=P(D
260 GOSUB 880 :: GQSUB 730 ):- NN* ( C> =NN* < D ) : ; P(D)=AA •-
270 INPUT *3:S.N*,F*, A*, P*, BD,R4,C« NN*(D)=AA* :: C=C-B :: IF C>0 T
280 IF N*="ZZ:!:" THEN 490 HEN 760
290 IF Gl=4 THEN 3 10 780 NEXT J -. : GOTO 74CI
300 IF SlOG THEN 270 793 gOSUB 970
310 IF SEGt (C* , 1 , 5) =" AUDI T " THEN 27 800 FDR J=l 70 1 STEP -1
0
320 C*=SEG« (NS, 1 , i ) : : IF L*<>C£ THE
N L*=C« :; PRINT #1 :: L=L+1
810 IF P<J)=0 AND FL=0 THEN GOSUB 1
000
820 PRINT #l:TABif46);
330 PRINi «1 : TAB ( 10) - N*; ", ";F*;TAB 830 PRINT #1, USING ■•#»#<:8 SPACES3«#
\44 )
340 TA = 0 : : . TP^
N*':J)
350 IF R«="" THEN R4= " 0000000000" 340 L=L^1 :: IF L=4a THEN GOSUB 370
360 FOR J=: TO LENtR-ti .. gos^JB 970
370 At = 3EG-S<RS, J, 1 > : : IF AS = "1'- THE 950 NEXT J
N TA=TA+l g^ig STOP
870 PRINT «l:CHR*il2)
380 IF A*="l'^ OR AS="0" THEN TP = TP+ a80 PRINT # 1 : TAB < 58 );" SAMPLE CLASS"
1 -.-. T?J)=T(J)+.'AL(A*):: tt.:J)= g^g, jp q^^^ j^^^. ^ j g, '
^'^'■J^+' 900 PRINT #1; : TAB (60) ; "GROUP" ; Gl
390 PRINT #1:AS;'C4 SPACESJ'': ^^^ PRINT #1: : T AB < 53 ) ; " BOOK REPORT
400 NEXT J S PRESENTED"
410 FDR JJ = J TO 10 :: PRINT #1:" g^^, pf^i^y «1: : TAB 1 57 ) ; " F IRST TERM
•C5 spaces:-":.:: NEXr J J l,jQ4„ _ RETURN
420 1 = 1 + 1 :: NN^<I)=F*S<" "S,NS <^3jg ppj^^ ^ ^ .: T AE < 4 3 ) ; " J AN JAN
4 30 IF TP = 0 THEN* P';i)=0 :: GOTO 45« '
4 4 0 p ( I ) = I N r < T A » 1 SI 0 / T F 1
JAN JAN JAN FEB FEB FEB
450 PRINT «1, USING " M 6 SPACE3> «# / #*) ,^^, PR^NT^S 1 : T AB ( 1 fi! ) ; '■ NAME " , TAB (43 1
C5 SPACES>i»tt»«" : TA, TP, P ( I )
460 L=L+1 :: IF L=4B THEN GOSUB 870
: : GDSU& 930
470 IF A5="-" THEN 1=1-1
4 80 GOTO 2 70
4 90 GO SUE 9 5fj
500 P^INT ni
: 1 t4 SPACES>8<;3 SPACESJIS
iZ SPACESJ22C3 SPACES: 29
iA SPACES3-5<3 SPACES>12
{3 spaces: 19 {3 spaces:- 26
<.a spaces :- 4" ; tab ( 1 10) : "total" ; t
AB < 121 > ; ""/. "
950 PRINT #i : TAB < 10) J " ";TAB(43>
";TAEtl20;;" ": :
960 L=0 : ; RETURN
970 PRINT #1: : : TAB < 44 ):" PERCENT " ;
TAB 1 57) ; "NAME"
980 PRINT «i:TAE<44);" " ; TAB (
5 10 PRINT tt 1 ; TAB ' 1 0) ;■ REPORTS: ";TA __ __ " - TAR M 1 sn "
B .42) ; ' , !hti . 1 la , ;
520 FOP J=l TO 10
530 PRINT #1, USING "##« " : T ( J ) ;
540 TAT = TAT-*-'r (J ) : : NEXT J
550 PRINT *l: : TAB < 10) : "ENROLLED:
; TAB <42 ) ;
560 F-OR J=l TO 10 99j;i 5__0 .. f;,-ETURN
570 PRINT #1, USING "### ":TT<J>; i^^ci FOR K=l TO J
530 1 L = TE + T 1 C J> : : NE>T J 10 1.0 S=--i^-OS - NNS ( K > . " " '- >
590 PRINT #1: : : TAB < 1 0 ):" PERCENT R i(;,20 S 1 -POS < NN* < K ) , ' ",5-^1):: IF SI
EPOPTS: ";TAB.-42) ; =£, THEN ifii3-1l ELSES=51
600 FOR J-1 TO 10 1030 NN* (K> =SEG* ':NN* (K) H E+1 , LEN (NN*
610 PRINT :>»1, USING "### ":T<J>*100 ,f,yf_^,f.n '■ n.SEG* ' NN* f '-" ) ' <=■-!
/TTi J) 5 ^ . ^ ... , -. , .,,.,. ,^.
620 NEXT J i^,qf3 ,^^yj ^..
630 PRINT tt i : TAB '. 120) : INT iTAT*100/T 1050 B^i
^J 1660 B = 2tB : : IF B<=J THEN 1060
640 GOSUB 8 70 107i;i S^^ I N T i B /2 ) : : IF B = 0 THEM 1120
650 PRINT #1: : T AS < 1 0 ) ; " D ATE " ; T AB t 3 ^^Qfj poR K=i TO J-B :: C = K
0); "REPORTS" 1090 D = C-f-B :: IF NN'S ■ C ) > = NN* < D > THEN
660 PRINT #1: TAB (10);" ";TAB(30) 1110
?" 2 "' ' 110)-:' A* = NN*(C):: NNS ( C ) =NN* ( D ) : : NN
670 FOR J=l TO 10 f(D)=A* :: C=C-B :; IF C>0 THE
680 A$ = RPT* ("*■', T (J) ) f^. J 09^,
690 PRINT ttl: : TAB ( 1 0 ) ; D* ( J ) ; T AB ( 30 1110 NE.KT K :: GOTO 1070
);T(J);" ";A* 1120 FOR K=l TO J :: S=PDB i NN* ( K ) , "
700 NEXT J
..">!>
710 GOSUB 870 1130 NN* ( K ) =SE6* < NN* ( K ) , S+2 , LEN ( NN*
'^^^^ ^=^ (^■) ) -3-t-l ) !. " "?(SEG$'(NN* (K> , 1 , S-
730 B=2*B :: IF B<=I THEN 730 5)
740 B=INT(B/2):: IF B=0 THEN 790 1140 NEXT K
750 FOR J=l TO I-B :: C=J
150 FL=1 : : RETURN
760 D=C+B :: IF P ( C )< =P ( D ) THEN 780 1160 ENd'
May 1984 COMPim! 161
MACHINE LANGUAGE
Jim Butterfield, Associate Editor
A Program Critique
Part 2
This month we continue with comments on Bud
Rasmussen's program to copy files on the Com-
modore 64 with a single disk unit. At this point
the program has obtained a filename. The filename
is kept in two forms; the short form
("FILENAME") and the longer form for writing
("FILENAME, P,W"). We will use the short form
when we open the file for reading.
In this session, we'll track the mnemonics
that open the error channel, initialize the disk,
and input the file into RAM memory.
DISK I/O ROUTINE
C18A A9 00
C18C 8D 60 03
C18F 8D 61 03
DIOR LDA #0
STA ISF
ST A I EC
CLEAR
INPUT STAT FLAG
INPUTERRCODE
This is probably overkill. The flags should be
zeroed close to where they are used, if necessary.
C192 A2 22
CI 94 AO CI
C196 A9 AD
C198 20 75 CI
LDX #IPBML ; PRINT
LDY #>IPBM ;'INPUT
LDA #<IPBM ;PHASEBEGUN'
JSR PR ;MSG
A Friendly Message
In keeping with the friendly style, a message is
printed telling the user what's going on. We'll
find the message in-line very shortly.
C19B A9 OF
C19D "A2 08
C19F AO OF
ClAl 20 BA FF
C1A4 20 CO FF
LDA #15 ;SET
LDX #8 ;COMMAND
LDY #15 -CHANNEL
JSR SETLFS
JSR OPEN ;OPENCOMMDCH
The command channel is opened. This is
quite important: We'll get all our error messages
from this channel. It should always be opened
before other disk activities are started.
C1A7 20 3F C4
JSR ID
;INITDISK
ClAA 4C CF CI
JMP SNI
; GOTO SET NAME
INPUT
We send the initialize command to the disk
over the command channel. This is not vital, but
a good precaution. It's a subroutine within the
program; we'll meet it much later.
We need to jump over the message to con-
tinue with the program. Here's the message:
INPUT PHASE BEGUN MESSAGE
ClAD OD OD 12 JPBM
CIBO 2A 2A 2A
CICD OD OD
IPBML
.BYTES0D,SOD,S12
.ASC"*»* INPUT PHASE BEGUN »**"
.BYTESOD,SOD
= *-IPBM
Now we're ready to open the input file in
preparation for reading it. We use the short name,
since the last four characters (,S,W) aren't needed
or wanted for an input file.
OPEN INPUT
CICF AD AA 02 SN! LDA IFNL
C1D2 A2 40
C1D4 AO 03
C1D6 20 BD FF
; LOAD INPUT
FNAMELEN
LDX #<FNA ; LOAD FILENAME LO
LDY #>FNA ; LOAD FILENAME HI
JSR SETNAM
We're doing things backwards from the equiv-
alent BASIC coding. If we code OPEN
2,8,2,"HOTDOG" in BASIC, we've now placed
the "HOTDOG" part of the command. Now let's
put in the 2,8,2 sequence:
SET LOGICAL FILE (INPUT)
C1D9 A9 02 SLFI LDA #2
CIDB A2 08 LDX #8
; LOAD LOGICAL
FILE*
; LOAD DEVICE
162 COMPUTE! May 1984
CIDD AO 02
CIDF 20 BA FF
LDY #2
JSR SETLFS
ADDRESS
; LOAD SEC.
ADDRESS
And finally, the OPEN itself:
'; OPEN FILE (INPUT)
C1E2 20 CO FF OFI JSR OPEN
Error Check
Now we'll check to see if the OPEN took place
without error:
C1E5 AS 90
C1E7 FO OB
C1E9 8D 60 03
CI EC A9 01
CIEE 8D 61 03
ClFl 4C 4F C2
LDA IDS
BEQ OCI
STA ISF
LDA #1
STA lEC
JMF IE
TEST
STATUS
STORE STATUS
FLAG
SET/STORE
ERROR CODE
INPUT ERROR
Location $90 — called lOS here — is the familiar
BASIC ST flag. If it's zero, we are OK and can
proceed to read the file. If not, we must advise,
abort, or take other appropriate action.
But this flag is not enough. ST, or hex 90,
tells us only if the transfer of information (in this
case, filename) has been passed to the disk cor-
rectly. After the information gets to the disk, there
may be other problems.
If the file does not exist, or for any other
reason cannot be opened, the disk will know
there's an error; but the computer will not. The
computer must ask the disk to deliver information
on possible errors over its command channel. The
command channel is open and ready to receive
this data (we opened 15, remember), but we must
ask for it.
To do the job right, we must think about
coding along the following lines:
LDX #15
JSR SFFC6
JSR $FFE4
PHA
JSR $FFCC
PLA
CMP #$30
; command channel
; input
; gel a character
; stash it
; close channel
; unstash character
;isitO?
BNE ERROR ; nope, we have problem
A Better Way
The above is minimum coding. It would be better
to create a more elaborate subroutine which brings
in the whole message from the error channel and
stores it in memory. (The message would end
with $0D, the Return character.) Then we could
check the first character for $30 (ASCII zero, start
of the OK message); if not, we'd be able to print
the whole error message.
Here comes the coding for a good OPEN:
C1F4
A2
02
; oi
OCI
'ENCH
LDX
ANNEL <
#2
NPUT)
;OPEN
C1F6
20
C6
FF
JSR
CHKIN
; CHANNEL #2
C1F9
AS
90
'
LDA
lOS
;TEST
CIFB
FO
OB
BEQ
LBSA
; STATUS
CIFD
8D
60
03
STA
ISF
; STORE STATUS
FLAG
C200
A9
02
LDA
#2
; SET/STORE
C202
8D
61
03
STA
lEC
; ERROR CODE
C205
4C
4F
C2
JMF
IE
; INPUT ERROR
I wish the comments said "connect channel"
rather than "open channel." The OPEN (as we
know it in BASIC) has been performed success-
fully. Now, we're establishing a connection to the
input file preparatory to reading.
LOAD BUFFER START ADDRESS
C208 A9 00
C20A 85 FB
C20C AD 3D C4
C20F 85 FC
C211 AO 00
LBSA
LDA #0
STA BAL
LDA SP
STA BAH
LDY #0
; LOAD BFR
;ADDRLO
; LOAD BFR
;ADDRH1
; BUFFER INDEX = 0
Just before reading, we set up the memory
address into which we will start to read. The low
part of the address is zero; the high part is stored
as a constant in the program (SP undoubtedly
stands for Start Page). Immediate addressing
could be used to set the start page if preferred,
; INPUT LOOP
C213 20 CF FF IL
C216 91 FB
C218 E6 FB
C21A DO OC
C21C E6 FC
C21E AS FC
C220 CD 3E C4
C223 90 03
C225 4C 3B C2
JSR CHRIN
STA (BAL),Y
INC BAL
BNE TIS
INC BAH
LDA BAH
CMP EP
BCC TIS
JMP DSP
; GET CHARACTER
; STORE CHARACTER
;INCRLOBYTE
;IFNOT0, TEST STAT
; INCR HI BYTE
; LOAD HI BYTE AND,
; CHECK FOR END
ADDR
; IF LO, TEST STAT
CHRIN Or CHRGET
Rasmussen uses the CHRIN routine ($FFCF) to
get from the file. I prefer CHRGET ($FFE4), but
the difference is minor with files. Either call gets
from the file rather than keyboard/screen because
we have switched the input channel with our call
to CHKIN ($FFC6).
Some programmers would prefer to step the
Y register through its range rather than change
the indirect address each time. In principle, the Y
register technique is faster; but in this case, it's
doubtful that the speed difference could be ob-
served. Timing of this whole section is governed
almost totally by disk speed.
The program checks carefully to make sure
that the data does not overrun the memory space
available.
tA)y198'1 COMPUTE! 163
• TEST INPUT STATUS
C228
A5
90
TIS LDA lOS
; LOAD STATUS
C22A
FO
E7
BEQ IL
; IF 0, CARRY ON
C22C
C9
40
CMP #EOFI
;TESTFOR
C22E
FO
23
BEQ EOF
;EOF
C230
8D
60
03
STA ISF
; STORE STATUS
FLAG
C233
A9
03
LDA #3
; SET/STORE
C235
SD
61
03
STA lEC
.ERROR CODE
C238
4C
4F
C2
JMP IE
; INPUT ERROR
Again we test the ST status byte (lOS); in this
case, we're primarily interested in an end-of-file
signal which would be flagged by a value of hex
40 (decimal 64) in ST.
Once again, the error routines are quite elabo-
rate. It's my opinion that there is little need to
check the disk error channel during the read
phase; error notices will wait until we ask for them
at end of file.
Opening The File
If we run out of memory, we come to DSP:
DECREMENT START PG BY HEX 10
AND TRY AGAIN,
TO GIVE YOU 16 MORE BLK5.
C23B 38
C23C AD 3D C4
C23F E9 10
C241 8D 3D C4
C244 20 CC FF
C247 A9 02
C249 20 C3 FF
C24C 4C CF Cl
DSP SEC
LDA SP ; LOAD START PG
SBC #H10 ;SUBTHEX10
STA SP ; STORE IT BACK
JSR CLRCHN ; CLEAR CHANNEL
LD.A #2 ;SETCH2
JSR CLOSE ; FOR CLOSE
JMP SNI ; START ALL OVER
I'm not sure what is going on here. The coding
intention is this: If it doesn't fit, allocate an extra
4Kand try again.
An Endless Loop
This is puzzling. If the 4K was available, why not
make it available in the first read and save the
trouble?
There's also a pitfall here. Suppose we allocate
the extra 4K, and the program still doesn't fit into
memory. We'll end up in an endless loop, since
we will come back to DSP, do it again, and -so on,
and so on.
I'd prefer to allocate as much memory as pos-
sible right away, and quit if the program doesn't
fit.
INPUT ERROR
C24F 20 E7 FF IE
C252 00
JSR CLALL
BRK
; CLOSE ALL FILES
This is a programmer's error termination.
The program will stop and break to the monitor,
if there is a monitor in place. The programmer
can then examine memory locations to see what
the trouble is.
If there is not a monitor in the machine, the
program will terminate with a READY statement
and no other explanation.
Extra Work
For general use, the program would benefit from
additional work in this area so that the user would
see a meaningful message. This is almost out of
character: The messages are so well presented in
other parts of the program that their absence here
is very noticeable indeed.
END OF FILE
C253
EOF
C253
A5
FB
LDA
BAL
SAVE
C255
85
FD
STA
EAL
LAST
C257
AS
FC
LDA
BAH
ADDRESS
C259
85
FE
STA
EAH
OF FILE
C25B
20
CC
FF
JSR
CLRCHN
CLEARCH
Wrapping It Up
The end address (plus one, of course) is stored
away, and the file disconnected. I would check
the disk error channel at this point. Any errors
that may have accumulated during the input phase
will be waiting.
Now we may close the file and print an ad-
visory message:
C25E A9 02
C260 20 C3 FF
C263 A2 88
C265 AO C2
C267 A9 6F
C269 20 75 Cl
C26C 4C F7 C2
LDA #2 ;SETCH2
JSR CLOSE ; FOR CLOSE
LDX #IPFML ; PRINT
LDY #>1PFM ; 'INPUT
LDA #<IPFM ; PHASE FINISHED'
JSR PR ;MSG
JMP SOP
; GOTO START OUT
PHASE
; INPUT PHASE FINISHED MESSAGE
C26F
12
IPFM
. BYTES12
C270
20
20
49
.ASC" INPUT PHASE FINISHED.
C28F
OD
OD
12
.BYTE$OD,$0D,$12
C292
20
20
52
.ASC" REMOVE INPUT DISKETTE
C2B1
OD
OD
12
.BYTES0D,S0D,S12
C2B4
20
20
49
.ASC" INSERT OUTPUT DISKETTE.
C2D3
OD
OD
12
.BYTES0D,S0D,S12
C2D6
20
20
50
.ASC" PRESS RETURN KEY WHEN
READY. "
C2F5
OD
OD
.BYTES0D,S0D
r7F7
IPFML
= *-IPFM
C2F7
START OUTPUT PHASE
SOP =
The input phase is complete. Next time, we'll
take a look at output.
164 COMPUH! Moy1984
Atari Softkey
Thomas A Marshall
This utility allows you to GOTO any line in a program
while it's running, simply by pressiiig a console key.
See the "Automatic Proofreader" article on page 180
before typing in programs.
To access the OPTION, SELECT, and START
keys on the Atari keyboard console, you can use
the following BASIC program:
nt 0
Bt 1
EH 2
il 3
F6 10
Sf 1 1
W 20
HO 30
le 40
Aft 5 13
GOTO 10
■^ "OPTTON" ; GOTO 20
? "SELECT" : GOTO 20
? "START ":GOTO 20
■? "This 15 a cfemonBtration
o+ th
? "use Df Atari'?
IF PEEK (S3279) =3
IF PEEK (53279) =5
IF PEEK (53279) =h
GOTO 20
console keys.
THEN GOTO 1
THEN 6DTD 2
THEN GOTO 3
However, this requires that the computer be tied
up in a loop, lines 20 to 50.
A much better way to accomplish the same
thing is for a machine language program to check
the console keys during the vertical blank period.
(This is the time that the television's electron beam
ends at the lower right corner of the screen until
it begins again at the top left corner of the screen.)
If a console key is pressed, the machine language
program will execute a "GOTO line number"
where the line number corresponds to the fol-
lowing keys pressed:
GOTO 1 for OPTION
GOTO 2 for SELECT
GOTO 3 for START
GOTO 4 for SHIFT & OPTION
GOTO 5 for SHIFT & SELECT
GOTO 6 for SHIFT & START
Note that we have doubled the effective
number of console keys by adding the SHIFT key.
Using this technique, the BASIC programmer can
go directly to any portion of his program without
stopping the program and typing GOTO line number.
An Automatic RUN
If you are really lazy, you can have the BASIC
line, 3 RUN, so that your BASIC program will
RUN when the START key is pressed, regardless
of whether the BASIC program was running be-
forehand or not.
Program 1 creates an AUTORUN.SYS file.
Note that this file resets the memory location,
MEMLO, that points to the beginning of a BASIC
program. Thus, the vertical blank machine lan-
guage routine resides safely below the BASIC
program. The drawback to this technique is that
the machine language program will be erased
when you go to DOS.
Also Autoruns
An additional feature included in the disk version
of "Atari Softkey" is the ability to autorun any
BASIC program saved on the disk. Program 2 is a
demonstration program which will be RUN auto-
matically by the AUTORUN.SYS file. So, Program
2 should be saved on the disk with the filename as
in the AUTORUN.SYS file. Program 2 currently
has the filename GOTO.BAS, defined in line 40 of
Program 1 by F$ = "RUN D:GOTO.BAS".
The Tape Version
For Atari owners who do not have a disk drive.
Program 3 POKEs Softkey into page 6. You need
to initialize the machine language (ML) routine
with the USR statement in line 120. Program 3 is
essentially the same as Program 1, but with the
autorun feature removed. Again, whenever the
console keys are pressed, lines 1-6 in Program 2
will be executed as described above.
However, remember that if there is no line
number in the BASIC program corresponding to
the console key pressed, an "ERROR 12", line not
found, will occur.
The ML program is initialized by placing the
May 196') COMPUTE! 165
low and high address of the start of the ML pro-
gram into memory addresses 736-737 (RUNAD
$2E0-$2E1). Upon completion of DOS.SYS load,
the computer will run the ML program pointed to
by this address. After resetting several vectors,
the ML program sets the Vertical Blank Interrupt
(VBI) vector using the deferred mode.
The Deferred Mode
I have used the deferred mode {accumulator = 7),
since there are about 20,000 machine cycles avail-
able versus about 3800 cycles in the immediate
mode (accumulator = 6). Thus, the ML routine
checks whether the SHIFT and the console keys
are pressed during the vertical blank period. Once
the keys are pressed, the ML program jumps to
the subroutine that sounds the keyboard click
and resets the pointer to the editor routine so that
the ML can perform the GOTO line nwnber input.
It then simulates a press of the BREAK key so
that the editor buffer is emptied and the new editor
pointers are executed. Once the BASIC G.liiie
number is in the editor buffer, the editor pointer is
reset. A RETURN, CHR$(155), is placed in the
editor buffer to execute the GOTO line number
statement.
Softkey has many applications. I have found
it most useful in a program that required the
modification of DATA statements. You can RUN
the BASIC program simply by pressing the START
key. Another application is to go directly to sub-
routines without going through a menu selection.
Program 1: Atari Softkey
BL 10 REM Atari So-ftkey
EV 20 GRAPHICS 0:7 "Insert a DOS 2 . 0S
diskette":'' "with DOS. SYS in dri
ve 1 "
Fi(3 0 "^ :? "Press RETURN when vou have
done this"
fiD Agf DIM FS < 18) ; B = 0: F*="RUM D:GOTO.BA
S":F4(4,4)=CHR«(3 4) :REM 34=ASCII
FDR "
Eti 50 IF PEEK (764) =12 THEN POKE 764,25
5: GOTO 70
Rt 60 GOTO 50
NH 70 "^ :? "Now writing the AUTORUN.SY
S file"
DE 80 TRAP 100:CLOSE #1
!C 9 0 OPEN *tl , B, 0, "D: AUTDRUN. SYS" : TRAP
4 : GOTO 1 10
fK 100 CLOSE.ttl:"^ : "^ "Can't open AUTOR
UN. SYS -file": END
.1H110 FDR 1 = 1 TO 2'?2:TRAP 1B0:READ A:
B = B + A:TRAP 210:PUT ttl,fl:NE)(T I:
TRAP 40000
BD 120 IF A<>96 THEN 170
>E 130 IF B< >30720 THEN 190
OA 140 FDR 1 = 1 TD IB-LEN (F?) :PUT #1.32
:NEXT I
LA 150 FDR I=LEN(FS) TD 1 STEP -1:PUT
tt 1 , ASC (F* ( I ) ) : NEXT I:CLOSE #1
FII16 0 ? :? " DATA ok, write succesB-fu
1 . " ; END
QE17 0 2 :2 "There sr B too many DATA e
ntrieB":G0TD 200
m 180
FP 190
HL 200
BB 210
HI 220
i^i! 230
'C 240
3A 2 50
CA 2 60
BS 2 70
HO 280
F; 290
aP 300
iF 3 1 0
FO 320
HA 330
CI 340
6D 350
PF 360
nv. 370
NJ 380
H: 3 90
F[ 4 00
enough DATA en
i n DATA st atem
the en t r i es
7 "There are not
triBs":GOTD 200
? :'^ "Bad number
en t s "
CLOSE #1:? "RECHECK
' " : END
-> : -^ :? "Err or- " ; PEEK ( 195) ; " wh
en attempting disk write. ":CLOS
E #1 : END
REM
The -foIIowinQ is the decimal
equivalent of the machine
langLtage. It mLi^t be typed
perfectly in order to
functi on ,
REM
REM
REM
REM
REM
REM
DATA
DATA
?55,255,0,30,243,30
165, 1 :
141 , 57, 30, 16J
169
141
13.14
30, 13
231 . 2
240,
14 1.
1 0
9 0
, 1 69, 20
,30, 16 ei
228 , 96,
14 1 , 33 , 3, 1
16 9,0,141,33,
96, 251 , 243, 5
1 . 58. 30 , 169, 56, 133, 12,
Z', 13,32,63,30, 169,244,
, 169, 30, 1 41 , 232
DATA 2, 173, 243,30,
5, 14 1 , 89, 30, 169,6,
, 105, 162, 30, 169,7, 3:
32, 64, 21 , 32
DATA 10,30,96,169,8:
6 9 , 3 ei , 1 4 1 , 3 4 , 3 , 9 6 ,
3, i 69 , 228, 14 1 , 34, 3
1 , 246, 220
DATA 30, 163, 246, 51, 246, 60, 24 6, 7
6, 228, 24 3, 51, 46, 71, 0,7, 169, 8, 14
1,31, 208, 17 3, 31, 208, 205, 104, 30,
240, 100, 1 4 1 , 104
DATA 30, 201,7, 240, 93, 14 1, 1 04 , 30
, 173, 103, 30, 203, B5 , 173, 104 , 30, 2
01, 3, 2 08, 19, 169, 49, 141, 100, 30, 1
73. 15.210,4 1,8
DATA 208, 51 , 169, 5 2, 14 1 , 100, 30, 2
08, 44, 201, 5, 208, 19, 169, 50, 141, 1
0 0, 30, 173, 15, 210, 41, 8, 2 08, 28, 16
9,53, 141, 100,30
DATA 2 08, 21. 201, 6, 208, 32, 169,51
, 14 1 , 100, 30, 173, 15,210,41,3, 208
,5, 169, 54, 141, 100, 30, 169, 3, 141 ,
103, 30, 32, 216
DATA 252, 32, 6 3, 30, 169, 0. 133, 17,
76, 98, 228, 172, 103, 30, 240, 9, 185,
99, 30, 206, 103, 30, 160, 1, 96, 32, 74
, 30, 169, 155
DATA 1 60, 1,96. IB
224, 2, 225, 2,0, 30, 2 06, 6, 255
DATA
DATA
, 206
HL 410
172, 24 3, 30, 240, 9, 135, 237, 6
243, 30, 160, 1, 96, 32, 74, 30, 1
69, 2 20, 141, 89, 30, 169,30, 141 ,90,
30, 169, 155, 160
DATA 1.96
Program 2: Atari softkey Test Program
".i 0 GOTO 10
fj 1 ? " <TAB> OPT ION cup:. " : END
C TAB 3 SELECT {UP!! " : END
{TAB>3TART f l!P3 " : END
iiTABJSHIFT-DPTiaNfUP:
•C TAB > SHI FT -SELECT CUP ^
{TAB: SHIFT-START CUP)
'This 15 a test of"
10
END
END
END
;:^ 1 1 ? "Atari Softkey!"
Program 3:
Atari Softkey (ML) For Tape Drive Users
=;100 FDR 1=0 TD 204:READ A:B = B + A:POK
E 1536+1 , A: NEXT I
166 COMPUre! Mav«84
GC
1 10
CL
120
Eg
200
nr 2 1 (j!
[(? 220
BH 230
FF 240
Jd 250
HH 260
NL 270
GE 280
CC 290
IF B<:' ■i 1979(41 OR ];:;205 THEN -^ " R
echeck DATft statements.":? "The
y do not coi^rpctly tDtal":£ND
A = USR ( 1536-i
DATA 104, 5 o9. 1 . 1 33, 2, 169 . 6, 133,
3, 16 5,9,9,2, 13 3,9, 16gi,67. 162.6,
169. 7, 3 2. 92. 228. 96, 169. 47, 141,3
DATA 169,6,141.34,3.96,169,0,14
1 , 33, 3, 1 69, 223, 14) , 34 , 3 , 96 , 25 1 ,
243, 51, 246, 1S2,6, 16 3, 246, 51, 246
,60, 246, 76
DATA 228,243,49,46,7 1,0.7,5 69,8
, 14 1,31 ,208, 1 73, 31 , 208, 205, 6 6,6
, 240 , 1 00 , 14 1,66,6,201 ,7,240,93,
14 1,66,6
DATA 173,65,6, 208, 85, 173,66,6,2
0 1,3, 208 , 1 <? , 169,49, 141,62,6. 173
,15,210.41,8, 208, 5 J , 169, 52, 1 41 ,
62, 6. 208
DATA 44,201,5,208,19,169,50.141
,62, 6, 173, 15, 210, 41, 8, 208. 28, 16
9, 53, 141, 62, 6, 208, 21, 201, 6, 20 8,
32. 169, 51
DATA 141. 62. 6. 17 3, 15,210,41,8,2
08, 5, 169. 54. 141,62.6, 169, 3. 141,
65,6, 32,216.252, 32. 25. 6, 169,0. 1
33, 17
DATA 76,98,228,172,65,6,240,9,1
85, 61, 6, 206, 65, 6, 160, 1, 96. 32, 36
, 6, 169, 155, 1 60, 1 , 96
? " Now type in program listing
■^ " number 2 to demonstrate"
'^ •• Atari So+tkev." ©
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64 EXPLORER
Lorry Isaacs
In this month's column we will complete our look
at line drawing in the 64's bitmapped graphics
mode. We will deal with both hi-res and multicolor
bitmapped graphics. Fortunately, the same gen-
eral principles apply to both. Last month we saw
how a routine to draw lines might look in BASIC.
Actually executing the routine would show that
BASIC is much too slow to be of much use for this
task. At the end of last month's article we took
the first step in putting together a set of machine
language routines. This month we will complete
the set.
First, here is a summary of the features of
these drawing routines. The range of coordinates
supported is 0 to 319 for X, and 0 to 199 for Y,
when in hi-res mode. For multicolor mode, the
range is 0 to 159 for X, and 0 to 199 again for Y. it
is up to the user to insure that coordinates are
within these ranges. Using coordinates which are
too far out of range could cause the 64 to crash. In
both hi-res and multicolor mode, the location of
0,0 is found at the lower left corner of the display.
Saving Memory For BASIC
The bitmap memory is placed at 57344 (SEOGO),
underneath the operating system ROM. This
avoids taking memory away from BASIC. Since
this makes the bitmap data difficult to PEEK di-
rectly from BASIC, a routine is provided to per-
form this function. The screen memory is placed
at 51200 ($C800), just below where the DOS Wedge
loads. Use of these graphics routines should not
conflict with the DOS Wedge, but may conflict
with other BASIC enhancement softivare.
Last month we began by writing four of the
required routines. This month we are going to
upgrade two of those to accept arguments, and
add six more. As was mentioned last time, we
will execute these routines via a jump table at the
beginning of the machine code. This will provide
us fixed locations to SYS to, even if modifications
or additions are made later. The following is a list
of the routines found in the jump table:
Loc. Description
JT -I- 0 Save screen parameters
JT + 3 Restore saved screen parameters
JT + 6 Enable graphics screen
JT + 9 Clear graphics screen
JT + 12 Move graphics cursor to X,Y
JT + 15 Plot pixel at X,Y
JT + 18 Draw line to X,Y
JT + 21 Set drawing mode
JT + 24 Set drawing color (multicolor)
JT + 27 Read bitmap byte (a function)
The jump vector location of these routines is
shown as the variable JT plus an offset. To obtain
the actual address, JT should be set to the base of
the jump table, which is 49152 or $C0OO. The fol-
lowing table gives the syntax for using each of the
routines in the jump table.
SYSJV
SYSJV+3
SYSJV-l-6,MODE
REM SAVE SCREEN
REM RESTORE SCREEN
REM ENABLE GRAPHICS
= MULTICOLOR
;REM CLEAR SCREEN
CI = "ON" COLOR
1
MODE: 0 = HI-RES,
SYSJV + 9,C0,C1
CO = "OFF" COLOR
USE IF HI-RES BITMAP MODE
SYS J V + 9,C0,C1,C2,C3 :REM CLEAR SCREEN
CO - BACKGROUND, CI = FOREGROUND 1
C2 = FOREGROUND 2, C3 - FOREGROUND 3
USE IF MULTICOLOR MODE
REM MOVE
REM PLOT
REM DRAW
REM SET DRAWING MODE
SYSJV-I-12,X,Y
SYSJV-H5,X,Y
SYSJV-l-18,X,Y
SYSJV + 21, DM
DM:0 = FLIP, 1 = DRAW, 2=ERASE
SYSJV + 24,C :REM SELECT COLOR
WORKS ONLY FOR MULTICOLOR MODE
The last routine in the jump table (offset =27)
is handled differently because it should be called
by the USR function. To set it up as the USR func-
tion, execute the statement:
POKE 785,PEEK(JV + 28) :FOKE 786,PEEK(JV + 29)
Once this is done, you may read bytes from the
bitmap memory with the statement
BYTE = US R( OFFSET)
where OFFSET is the offset from the base address
of the byte you wish to fetch.
A Graphics Corsor
The philosophy behind this is that these graphics
commands differ slightly for other graphics en-
hancements to BASIC. Typically, enhancements
will add a line-drawing command which always
requires both end points. In the routines above,
an internal graphics cursor is maintained. Lines
are drawn from this graphics cursor to a specified
end point. Whenever a line is drawn, the new
end point becomes the graphics cursor location.
Thus, successive executions of the DRAW routine
will create a series of connected lines.
Also, you have a choice of three drawing
modes, flip, draw, and erase. The draw mode
168 COMPUTE! May 1984
causes points along the lines to be set to the on
state, or to the selected color if in multicolor
graphics. Erasing causes dots to be set to the off
state or background color. The flip mode involves
switching the pixels to their opposite state In the
case of multicolor mode, pixels of the selected
color are flipped to the background color, and
vice versa. Pixels not of the selected color are
flipped to the other nonselected color.
To provide a simple example of how to put
these routines to use in a program, the following
program draws an interesting circular pattern in
hi-res mode. Once the pattern is drawn, the pro-
gram will wait for you to press a key
10 JT=49152:SYS JT:REM SAVE SCREEN
20 SYS JT+6,0:SYS JT+9,1,2;REM INIT SCREE
N
30 SYS JT+21,0:REM FLIP MODE
40 FOR 1=0 TO 6.24 STEP .035
50 X=50*COS(I) ;Y=50*SIN(I)
60 SYS JT+12, 160+X,100+Y:REM MOVE
70 SYS JT+18,160-X, 100-Y:REM DRAW
80 NEXT
90 GET ZS:IF Z$="" THEN 90
100 SYS JT+3:REM RESTORE TEXT SCREEN
To put the required machine code into mem-
ory, run the BASIC program shown below.
Next month we'll explore some of the more
interesting aspects of the machine language source
code listing.
BASIC Program
Refer to the "Automatic Proofreader" article before typing this
program in.
1 READ LN,SA,EA:LN=LN+30 : rem 146
10 FOR 1=0 TO EA-SA : rem 232
20 READ BY: POKE SA+I , BY:SUM=SUM+BY
:rem 120
30 IF INT((I+1)/8)*8<>(I+1) THEN 60
:rem 242
40 READ CS:IF CSoSUM THEN 80 : rem 123
50 SUM=0:LN=LN+10 : rem 254
60 NEXT :rem 165
70 PRINT "SUCCESSFUL LOAD";SND : rem 105
80 PRINT "ERROR IN LINE" ;LN : END : rem 104
500 DATA 500 :rem 68
510 DATA 49152 : rem 181
520 DATA 50087 :rem 181
530 DATA 76,47,192,76,72,192,76,9,740
:rem 57
540 DATA 193,76,90,193,76,156,193,76,1053
:rem 255
550 DATA 59,194,76,192,194,76,101,195,108
"^ ;rem 53
560 DATA 76,115,195,76,137,195,0,0,794
: rem 99
570 DATA 0,0,0,0,0,0,255,128,383 : rem 11
580 DATA 0,7,248,0,0,0,0,173,428 : rem 21
590 DATA 0,2'21, 141, 43, 192, 173, 24, 208, 1002
:rem 212
600 DATA 141,44,192,173,17,208,141,45,961
: rem 2 30
610 DATA 192,173,22,208,141,46,192,96,107
0 :rem 25
620 DATA 173,43,192,141,0,221,173,44,987
:rem 182
630 DATA 192,141,24,208,173,45,192,141,11
16 :rem 68
640 DATA 17,208,173,46,192,141,22,208,100
7 :rem 19
650 DATA 96,72,173,14,220,41,254,141,1011
;rem 218
660 DATA 14,220,165,1,41,253,133,1,828
:rem 69
670 DATA 104,96,72,165,1,9,2,133,582
:rem 242
680 DATA 1,173,14,220,9,1,141,14,573
-•rem 225
690 DATA 220,104,96,164,254,240,13,160,12
51 ;rem 65
700 DATA 0,145,251,200,208,251,230,252,15
37 : rem 53
710 DATA 198,254,208,243,164,253,240,10,1
570 :rem 123
720 DATA 136,240,5,145,251,136,208,251,13
72 : rem 67
730 DATA 145,251,96,32,97,192,160,0,973
: rem 144
740 DATA 132,251,160,200,132,252,160,232,
1519 ;rem 153
750 DATA 132,253,160,3,132,254,32,131,109
7 : rem 12
760 DATA 192,44,40,192,16,20,160,0,664
:rem 75
770 DATA 132,251,160,216,132,252,160,232,
1535 :rem 161
780 DATA 132,253,160,3,132,254,138,32,110
4 ;rem 11
790 DATA 131,192,169,0,133,251,169,224,12
69 :ren 84
800 DATA 133,252,169,64,133,253,169,31,12
04 ;rem 72
810 DATA 133,254,169,0,32,131,192,76,987
:rem 192
820 DATA 114,192,32,253,174,32,158,173,11
28 : rem 75
830 DATA 32,170,177,170,152,96,32,234,106
3 :rem 24
840 DATA 192,141,34,192,142,35,192,32,960
: rem 234
850 DATA 234,192,141,36,192,142,37,192,11
66 :rem 82
860 DATA 96,32,234,192,240,2,169,128,1093
:rem 241
870 DATA 141,40,192,173,0,221,9,3,779
: rem 34
880 DATA 73,3,141,0,221,173,24,208,843
: rem 76
890 DATA 41,7,9,8,9,32,141,24,271 : rem 92
900 DATA 208,173,17,208,9,32,141,17,805
.-rem 131
910 DATA 208,44,40,192,16,12,173,22,707
;rem 125
920 DATA 208,9,16,141,22,208,169,3,776
:rem 90
930 DATA 208,10,173,22,208,41,239,141,104
2 :rem 10
940 DATA 22,208,169,7,141,41,192,73,853
:rem 141
950 DATA 255,141,42,192,169,255,141,38,12
33 :rem 82
960 DATA 192,96,32,246,192,44,40,192,1034
; rem 241
970 DATA 48,21,173,36,192,10,10,10,500
:rem 65
980 DATA 10,141,36,192,173,34,192,41,819
:rem 188
May 1984 COMPUn! 169
990 DATA 15,13,36,192,76,163,192,173,860
:rem 199
1000 DATA 36,192,10,10,10,10,141,36,445
: rem 96
1010 DATA 192,32,234,192,41,15,13,36,755
: rem 171
1020 DATA 192,141,36,192,32,234,192,170,1
189 :rem 121
1030 DATA 173,34,192,141,33,208,173,36,99
0 : rem 24
1040 DATA 192,76,163,192,32,246,192,162,1
255 :rem 129
1050 DATA 3,189,34,192,157,30,192,202,999
: rem 243
1060 DATA 16,247,96,56,169,199,237,32,105
2 :rem 43
1070 DATA 192,72,74,74,74,133,252,160,103
1 irem 20
1080 DATA 0,132,251,74,102,251,74,102,986
:rem 220
1090 DATA 251,101,252,133,252,173,30,192,
1384 :rem 161
1100 DATA 174,31,192,45,42,192,44,40,760
:rem 172
1110 DATA 192,16,6,10,72,138,42,170,646
:rem 122
1120 DATA 104,24,101,251,133,251,138,101,
1103 :rem 133
1130 DATA 252,133,252,104,41,7,24,101,914
:rem 207
1140 DATA 251,144,2,230,252,24,105,0,1008
:rem 198
1150 DATA 133,251,165,252,105,224,133,252
, 1515 :rem 207
1160 DATA 173,30,192,45,41,192,170,96,939
;rem 242
1170 DATA 169,0,168,44,39,192,16,7,635
: rem 94
1180 DATA 80,2,177,251,77,38,192,44,861
: rem 145
1190 DATA 40,192,48,10,61,47,194,133,725
: rem 183
1200 DATA 97,189,47,194,208,8,61,55,859
: rem 161
1210 DATA 194,133,97,189,55,194,73,255,11
90 : rem 94
1220 DATA 49,251,5,97,145,251,96,128,1022
:rem 234
1230 DATA 64,32,16,8,4,2,1,192,319
: rem 126
1240 DATA 48,12,3,32,156,193,32,97,573
: rem 85
1250 DATA 192,32,171,193,32,0,194,76,890
: rem 186
1260 DATA 114,192,169,1,149,106,169,0,900
:rem 228
1270 DATA 149,107,56,189,34,192,253,30,10
10 : rem 73
1280 DATA 192,149,98,189,35,192,253,31,11
39 ;rem 98
1290 DATA 192,149,99,16,20,169,255,149,10
49 : rem 99
1300 DATA 106,149,107,56,169,0,245,98,930
:rem 238
1310 DATA 149,98,169,0,245,99,149,99,1008
: rem 4
1320 DATA 96,21,98,208,4,149,106,149,831
: rem 192
1330 DATA 107,96,165,99,74,133,103,165,94
2 ; rem 39
1340 DATA 98,106,133,102,24,169,0,229,861
170 COMPUTI! May 1984
:rem 230
1350 DATA 98,133,104,169,0,229,99,133,965
:rem 250
1360 DATA 105,96,24,165,102,101,100,133,8
26 :rem 56
1370 DATA 102,170,165,103,101,101,133,103
,978 :rem 151
1380 DATA 197,99,144,19,208,4,228,98,997
:rem 224
1390 DATA 144,13,138,56,229,98,133,102,91
3 :rem 32
1400 DATA 165,103,229,99,133,103,56,96,98
4 ; rem 40
1410 DATA 32,246,192,32,97,192,162,0,953
:rein 184
1420 DATA 32,74,194,162,2,32,74,194,764
: rem 137
1430 DATA 165,98,197,100,165,99,229,101,1
154 :rem 137
1440 DATA 144,62,32,130,194,36,107,16,721
:rem 221
1450 DATA 10,32,159,193,56,169,0,229,848
: rem 194
1460 DATA 108,133,108,32,171,193,32,0,777
; rem 227
1470 DATA 194,230,104,208,4,230,105,240,1
315 :rem 103
1480 DATA 102,238,30,192,208,3,238,31,104
2 : rem 11
1490 DATA 192,32,154,194,144,9,24,173,922
:rem 241
1500 DATA 32,192,101,108,141,32,192,32,83
0 :rem 3
1510 DATA 171,193,32,0,194,76,241,194,110
1 :rem 15
1520 DATA 162,1,181,98,180,100,149,100,97
1 : rem 17
1530 DATA 148,98,202,16,245,32,130,194,10
65 :rem 74
1540 DATA 36,107,16,10,32,159,193,56,609
:rem 184
1550 DATA 169,0,229,108,133,108,32,171,95
0 : rem 23
1560 DATA 193,32,0,194,230,104,240,31,102
4 : rem 1
1570 DATA 24,173,32,192,101,108,141,32,80
3 : rem 10
1580 DATA 192,32,154,194,144,8,238,30,992
: rem 246
1590 DATA 192,208,3,238,31,192,32,171,106
7 : rem 27
1600 DATA 193,32,0,194,76,60,195,32,782
: rem 137
1610 DATA 159,193,76,114,192,32,234,192,1
192 ; rem 132
1620 DATA 41,3,73,3,106,106,106,141,579
:rem 120
1630 DATA 39,192,96,32,234,192,41,3,829
: rem 144
1640 DATA 170,189,133,195,44,40,192,16,97
9 ;rem 45
1650 DATA 3,141,38,192,96,0,85,170,725
:rem 88
1660 DATA 255,32,170,177,170,152,24,105,1
085 :rem 121
1670 DATA 0,133,251,138,105,224,133,252,1
236 : rem 109
1680 DATA 32,97,192,160,0,177,251,32,941
:rem 187
1690 DATA 114,192,168,169,0,108,5,0,756
trem 139 ©
Atari
Line Check Utility
Ed Sisul
"Atari Line Check" lets you use a joystick to perform a
line-ln/-lifie search for program bugs.
Quite often, the most effective way to debug a
program is to check each line, one at a time, for
mistakes. For those of us who are not fortunate
enough to own a printer, this can be a very tedious
task. The lines can be examined using LIST and
CTRL-1 to scroll through the program, but it is
difficult to find minor mistakes while staring at a
whole screen filled with GRAPHICS 0 text. The
lines can be displayed one at a time using the
sequence LIST line number, SHIFT CLEAR, LIST
line number, SHIFT CLEAR, etc.; but this approach
is too slow and cumbersome.
Scrolling With A Joystick
This program will step through a listing and dis-
play each line, one at a time, in large GRAPHICS
2 print. The best part is that the scrolling is con-
trolled with a joystick. Pulling back on the stick
advances through the listing, and pushing for-
ward on the stick backtracks through the listing.
With the stick centered, the displayed line stays
on the screen for scrutiny. If a mistake is spotted,
press the trigger button, and the line containing
the mistake is redisplayed in the normal screen
editing mode so it can be corrected. Once the error
is dispatched, typing CONT will resume the line-
by-line check, or typing RUN will terminate the
line check and execute the main program. After
typing in "Atari Line Check," LIST it to disk or
cassette. Then, using the ENTER command, ap-
pend it to the program to be checked. Plug a joy-
stick into Port 1 and type GOTO 32000 to start
checking lines.
Array Storage
The heart of the program is lines 32010-32030.
Lines 32010-32020 retrieve the program line num-
bers stored in memory and store them in the array
LINUM. A complete explanation of the PEEKs
used to do this can be found in Larry Isaacs' article
"Inside Atari BASIC" in COMPUTEI's First Book of
Atari. Line 32025 opens the screen editor for input
and output, lists a line on the screen, then retrieves
the entire line, including its line number, and
stores it in the variable LINES. The POKEs in line
32025 blank the screen during these operations.
Line 32030 then reprints LINES on the screen
in GRAPHICS 2 text in black letters on a white
background.
Lines 32035-32055 contain the joystick con-
troller routines to increment or decrement the
subscript of the line number array or to redisplay
a line for editing. Line 32000 initializes the vari-
ables, dimensions LINE$ to the maximum number
of characters in a logical line, and dimensions the
LINUM array to accommodate a 200-line program.
The POKE in line 32000 standardizes the left-hand
margin on all systems. Line 32005 initially sets all
elements of the LINUM array to zero. Should you
encounter a program with more than 200 lines,
simply change the dimensioned size of LINUM in
line 32000 and the maximum increment of the
loop in line 32005 accordingly.
Storage Characters
Because each line is displayed in graphics mode
2, which uses the internal character set, some
characters won't be displayed as originally typed.
For instance, the special graphics characters will
be displayed as numeric or punctuation symbols,
Mav1984 COMPini! 171
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land Ave.. Brooklyn, NY, 1 1223. and add approximale ship-
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627-8888 Mon-Fri. 9-5 , Credit cards for phono orders only. All
prices and availapilny subject to change wthout notice. Dealer
Inquiries invited!! MC. VI5A
and lowercase letters will be
displayed as green uppercase
letters. Also, the CLEAR charac-
ter, CHR$(125), will cause the
screen to clear when it is printed.
When this happens, just press
the trigger button to see the
characters in their original form.
Atari Line Checic
Refer to the "Automatic Proofreader"
articfe before t/pirig this program in.
01132000 POKE 82,!3:ST = 0:Z
Z=1:TRAP 32005:D
IM LINE* (120) , L I
NUM (200) : TRAP 40
000
;: 32005 FDR N = D TO 200: L
INUM (N) =0: NEXT N
NL 32010 AD = peEK ( 1 36) -4-256
tPEEK (137)
JB 3 2015 L INUM ( ZZ ) =PEEK ( A
D)-<-256«PeEK CAD-H
) : IF L INUM ( ZZ 1 =3
2000 THEN END
G£ 32020 IF LINUM(ZZ)=0 T
HEN AD=AD+PEEK(ft
D-i-2) : GOTO 32015
HL 32025 OPEN #1,13,0,"E;
" : POKE 70<?, 8: PQK
E 710,a:POKE 712
, 8: LIST LI NUM ( ZZ
> : POSITION 0,1:1
NPUT #1;LINE4:CL
OSE tt 1
5F 32030 GRAPHICS IS: POKE
70S,2:PDKE 712,3
: POSITION 0,2:7
#6; LINE*
IF STRIG<0)=0 TH
EN ST=1 : GRAPHICS
0: LIST L INUM ( ZZ
> : STOP
040 IF 5T=1 THEN ST=
0:GOTO 32025
MH 32045 IF STICK <0) =13 T
HEN ZZ=ZZ+l:GOTO
32020
US 32050 IF STICK (0) = 14 A
ND Z2>0 THEN ZZ=
ZZ-l:eDTO 32025
GOTO 32035 ©
!C 320"
EP
DF
?0e
COMPUTE!
The Resource,
COMPUTE!
TOLL FREE
Subscription
Order Line
800-334-0868
In NC 919-275-9609
Commodore
Word Wizard
Joe W. Rocke
"Word Wizard" improves your writing skills by check-
ing the readability of any tori t ten material. For the
VlC-20, Commodore 64, and PET/CBM computers.
The term foggy writing was originated by Robert
Gunning. Seeking ways to improve the readability
of written text, he developed a fog index formula.
The formula is based on counting the number of
words and sentences in a sample paragraph of
text. Long words and long sentences produce a
high index number. This type of writing is called
foggy because it can be harder to read and under-
stand. Writing that is easy to read (and under-
stand) should have a low fog index.
The fog index formula uses a 100- to 200-word
sample of text. Words of three syllables or more
are considered "long." Dividing the word count
by the number of sentences provides the average
sentence length. Adding the number of long
words and performing a simple computation pro-
duce the fog index. Although the index number is
rather arbitrary, it does provide a standard for
measuring text readability.
Researchers have since learned that people
prefer to read below their educational level.
Thus the fog formula has been expanded to pro-
duce a reading level index number. The result is a
number that represents the approximate grade
level at which written material can be read and
understood.
People are comfortable reading text that has
a reader index ranging from 6 to 8. Most of the
writing in popular magazines and newspapers
has an index in this range. People are capable of
reading at a higher level, but the concentration
required can make such writing tedious. Even
college professors find it uncomfortable to read
something with an index of 12 or higher.
Computerized Word Checic
The computer is an ideal tool for checking text for
readabihty. Large companies have developed
programs of this type to check their product man-
uals. When used with word processing systems,
this checking process takes little additional time.
Using "Word Wizard" is as simple as typing
text onto a video screen instead of on paper, as
with a typewriter. A 100-word sample is all that is
required. Almost all text-reading analysis is based
on this sample size.
The program begins with a prompt. There is
no cursor, but whatever is typed appears on the
Maxell Floppy Disks
The Mini-Disks
with maximum
quality.
Dealer inquiries invited. C.O.D's accepted.
Call FREE (800) 235-4137.
PACinC EXCHANGES
III! fooctiiil Slid
San Lu.i Obiipo CA<<J4I>1
In Col toll I.^IIIU SIS. Mia oi
Hlli)64,i-lll.i;
T:^
Mg4
May1984 COMPUTE! 173
screen. The left arrow can be used to correct a
typo without affecting the program. Use the RE-
TURN key only when you are finished entering
the sample. The screen then clears, and the text
that has been typed to memory will begin to march
across the screen. The text display will then be
formatted to improve readability.
Type in the text sample without worr^dng
how it looks on the video display. The text will
wrap around the screen, causing some words to
be broken midway and to continue on the next
line. The display is primarily for reference so you
can see what was originally typed.
The Display Phase
Next, during its display phase, the program counts
characters, words, and sentences. It also counts
the number of words containing more than nine
characters, which are presumed to consist of three
or more syllables. Word groups ending with a
semicolon or colon are counted as one sentence.
This prevents a compound sentence from being
counted as a single sentence. Naturally, any word
group ending with a period, question mark, or
exclamation mark is counted as a sentence.
The word-checking data is stored in simple
variables and is then used to compute the reading
index at the end of the display cycle. A continua-
tion prompt concludes the display cycle to permit
you to read the last display page.
Finally the word, sentence, and long word
counts are displayed. The reading index, rounded
to two decimal places, completes the text analysis.
The program then asks you to repeat the analysis
or exit the program.
An index of 6-9 indicates a good readability
level. A higher index indicates that the text might
benefit from some editing. You may want to use
two shorter sentences which carry the same
thought as a long one, or try to find shorter words.
For example, it is easier to read city than the word
metropolis.
wabasH
When it comes to Flexible Disks,
nobody does it better than Wabash.
MasterCard, Visa Accepted.
Call Free: (800) 235-4137
PACIFIC
EXCHANGES
100 Foothill Blvd.
San Luis Obispo. CA
93401. (In Cal. call
(8051543-1037)
Variables
A$ The input string is confined to one character.
BE Beginning a ddress of the memory storage area .
C ASCII vnluecpf AS, and the character counter.
C$ Character siring used for the display cycle.
ID Reading index. L is the display line length counter.
LW Longwordcountstorage.
MS Memory storage ending address.
F PEEK valueof MS contents.
S Sentence count storage.
T Display cycle loop counter.
W Word count storage.
WC Inputcycle word count.
Z&Z$ Prompts.
Housekeeping Chores
Lines 10-30: Housekeeping chores are performed
at the beginning of the program. The formula
used to round the reading index is defined in line
10. Major variables are set to zero to prevent errors
if the program is rerun. Variable MS in line 20
denotes the beginning memory storage address.
A second variable is set to the same value for use
in the display loop.
The value currently in the program works
with an unexpanded VIC-20. Use MS = 2300 in
line 20 if you have a PET/CBM or a 3K expanded
VIC. (Ignore the color commands if you have a
PET.) For a VIC with 8K or more of expansion
memory, use MS = 5900. Try MS = 3300 for the
Commodore 64. For other systems you will have
to use an address above the BASIC program area.
Lines 35-150: The input cycle begins at line
60 with the GET A$ keyboard scan for a key input.
When a key is pressed, the input is checked for a
backspace (left cursor). If it is a backspace, the
invisible cursor moves one space to the left, and
the memory storage is decreased by one. This is
to prevent counting the backspace as part of the
text. The program then loops back for a new key
input.
If the key pressed is a text character, the key
is displayed and converted to its ASCII equivalent.
The ASCII value is then POKEd in memory ad-
dress MS for storage. The input is then tested for
a carriage return (CR); if not a CR, storage address
MS is incremented by one, and the program loops
back for another key input. Note that a CR breaks
the input loop, jumping program flow to the con-
tinuation GOSUB.
The Word Count
Line 110 performs a word count during the input
cycle. The count value of 125 in line 120 limits
input to a maximum of 125 words. These two
lines are optional, but do insure keeping the input
within sample limits. A smaller number of words
can be used for a sample, of course.
17d COMPlTrt! Moy198J
Lines 160-300: The display and checking cycle
begins upon user response to the continuation
prompt. Variables used to accumulate word-
checking data are set to zero to prevent errors if
the program is repeated. A FOR-NEXT loop is
used tor the display cycle, since storage beginning
address BE and ending address MS were estab-
lished during the input cvcle.
The stored ASCII data is PEEKed from each
memory address, converted to a string, and tem-
porarily stored in string variable CS for display.
CS now represents the keyboard character entered
during the input cycle. The individual characters
are counted and the count is stored in C. L is used
to count characters tor line display formatting.
Word-checking functions are performed by
IF statements. These lines check for the space
character that denotes a word end, or punctuation
indicating a sentence end. A space increments
the word count, W. A sentence end increments
the sentence count stored in S and decreases the
character count by one. The decrease prevents
the punctuation from being counted as a word
character. If the character count in C is equal to or
greater than 9, and a space indicates a word, then
long word counter LW is incremented. The char-
acter counter is returned to zero value whenever
a space or sentence end is encountered.
Screen Formatting
Line 220 formats the text to reduce word
wraparound.
Lines 320-400: The text analysis is performed
in this portion of the program. The reading index
is computed in line 320. Text data accumulated
during the word-check cycle are displayed, fol-
lowed by the reading index (ID). The rounding
function is performed by the FNA(ID) formula
which was established at the beginning of the
program.
Lines 410^80: The remaining lines contain the
user prompts. Conventional INPUT statements
are used to keep the program short. END is used
between the REPEAT prompt and the continua-
tion GOSUB to prevent an error message when
exiting the program. Line 470 prints the word
input count and returns control to the continuation
prompt of line 150.
Word Wizard
Refer to the "Automatic Proofreader" article before typing this
program in.
5 REM... * WORD CHECK * : rem 145
10 DEF FNA(B)=INT{E*100+.5)/l00 : rem 92
20 MS=5300: BE=MS :rem 165
30 C=0:L=0:LW=0:S=0:W=0:WC=0 : rem 137
35 REM... INPUT CYCLE :rem 214
50 PRINT" {CLR}E7iBEGIN INPUT ...":PRINT
; rem 169
60 GETA$:IFA$=""THEN 60 : rem 239
70 IFA$=CHR$(157)THEN PRINTA$ ; :MS=MS-1 : GO
TO60 :rem 209
80 PRINT A$; : rem 149
90 C=ASC(A$) :rem 118
100 POKE MS,C :rem 207
110 IFA$=" "THEN WC=WC+1 : rem 3
120 IFWC=>I25 THEN 470 :rem 153
130 IFA$=CHR5(13)THEN 150 : rem 64
140 MS=MS+1: GOTO 50 : rem 71
150 GOSUB 440 :rem 174
155 REM. . .DISPLAY CYCLE ; rem 143
160 C=0:L=0:LW=0:S=0:W=1 ; rem 125
170 PRINT" (CLR}" :rem 252
180 FOR T=BE TO MS : rem 219
190 P=PEEK(T) :rem 241
200 C$=CHR$(P) :rem 216
210 C=C+1:L=L+1 ;rem 29
220 IFC5=" "AND L=>15THEN GOSUB 460
: rem 84
230 PRINTC?? :rem 196
240 IFC$=" "THEN VJ=W+1;C=C-1 : rem 222
250 IFC$=". "ORC$=." J "ORC$="?"ORC?=" : "0RC$=
";"THEN S=S+1:C=C-1:C$=" " ; rem 32
260 IFC$=" "ANDC=>9 THEN LW=LVJ+1 : rem 231
270 IFC$=" "THEN C=0 : rem 239
280 IFC$=CHR$ ( 13)THEN 310 : rem 70
290 NEXT :rem 218
300 PRINT :rem 32
310 GOSUB 440 ;rem 172
315 REM...* ANALYSIS * : rem 191
320 ID=.4*(VJ/S+LW*100/W) : rem 36
330 PRINT"{CLR}" : rem 250
340 PRINTSPC(4}"** ANALYSIS **": PRINT
: rem 166
350 PRINT"W0RDS{2 SPACES } = "rV/ : rem 199
360 PRINT"SENTENCES{2 SPACES }="; S : rem 221
370 PRINT"AVG. WD/SENT =";INT(W/S) : rem 8
380 PRINT "LONG WORDS U SPACES 3 = " ;LW
; rem 70
390 PRINT :rem 41
400 PRINT"READER INDEX =" ;FNA( ID) : rem 187
410 PRINT: INPUT "REPEAT (Y/N)"rZ5 : rem 209
415 IFZ$'<>"N"ANDZ5<>"Y"THEN410 : rem 223
420 IFZ$="Y"GOTO 20 : rem 24
430 PRINT" [BLU} [ CLR}" : END :rem 43
440 INPUT"PRESS <RETURN>"rZ : rem 232
450 RETURN :rera 121
460 PRINTC$ ;CHR$ (13 ) :L=0: RETURN : rem 140
470 PRINT: PRINT "WORDS INPUT=";WC :rem 100
480 GOTO150 :rem 107
MEMOREX
FLEXIBLE DISCS
WE WILL NOT BE UNDER-
SOLOn Call Free (800)235^1137
for prices and information. Dealer
inquiries invited and CO D's
accepted.
PACIFIC
EXCHANGES
100 Foothill Biud,
San Luis Obispo. CA
93401 In Ca:. call
(800) 592-5935 or [ vka
(805)543-1037
MavW84 COMPUTE! 175
The Automatic Proofreader
For VIC 64 And Atari
Charles Brannon, Program Editor
At last there's a way for your computer to help you check
your typing. "The Automatic Proofreader" will make entering
programs faster , easier, and more accurate.
The strong point of computers is that they excel at
tedious, exacting tasks. So why not get your computer
to check your typing for you?
With "The Automatic Proofreader" nestled in
your VIC-20, Commodore 64, or Atari computer, every
line you type in will be verified, it displays a special
code, called a checksum, at the top of the screen. The
checksum, either a number ( ViC/64) or a pair of letters
(Atari), corresponds to the line you've just typed. It
represents every character in the line summed together.
A matching code in the program lishng lets you com-
pare it to the checksum which the Proofreader displays.
A glance is all it takes to confirm that you've typed the
line correctly.
Entering The Automatic Proofreader
Commodore (VlC/64) owners should type in Program
1. Program 2 is for Atari users. Since the Proofreader is
a machine language program, be especially diligent.
Watch out for typing extra commas, or a letter O for a
zero, and check every number carefully. If you make a
mistake when typing in the DATA statements, you'll
get the message "Error in DATA statements" when you
RUN the program. Check your typing and try again.
When you've typed in The Automatic Proofreader,
SAVE it to tape or disk at least twice before running it for
the first time. If you mistype the Proofreader, it may
cause a system crash when you first run il. By SAVEing
a copy beforehand, you can reLOAD it and hunt for
your error. Also, you'll want a backup copy of the
Proofreader because you'll use it again and again —
every time you enter a program from COMPUTE!.
When you RUN the Proofreader, the program will
be POKEd safely into memory, then it will activate
itself. If you ever need to reactivate it (RUN/STOP— RE-
STORE or SYSTEM RESET will disable it), just enter
the command SYS 886 {VlC/64) or PRINT USR(1536)
for the Atari.
Using The Proofreader
Now, let's see how it works. LIST the Proofreader
program, move the cursor up to one of the lines, and
press RETURN. If you've entered the Proofreader
correctly, a checksum will appear in the top-left corner
of your screen.
Try making a change in the line and hit RETURN.
Notice that the checksum has changed. All VIC and 64
listings in COMPUTE! now have a number appended to
the end of each line, for example, :rem 123. Don't
176 COMPUIE May 1984
enter this statement. It is just for your information. The
rem is used to make the number harmless if someone
does type it in. It will, however, use up memory if you
enter it, and it will cause the checksum displayed at
the top of the screen to be different, even if you entered
the rest of the line correctly.
The Atari checksum is found immediately to the
left of each line number. This makes it impossible to
type in the checksum accidentally, since a program
line must start with a number.
Just type in each line (without the printed
checksum), and check the checksum displayed at the
top of the screen against the checksum in the listing.
If they match, go on to the next line. If they don't,
there's a mistake. You can correct the line immediately,
instead of waiting to find the error when you RUN the
program.
The Proofreader is not picky with spaces. It will
not notice extra spaces or missing ones. This is for
your convenience^ since spacing is generally not im-
portant. Occasionally proper spacing is important, but
the article describing the program will warn you to be
careful in these cases.
Nobody's Perfect
Although the Proofreader is an important aid, there
are a few things to watch out for. If you enter a line by
using abbreviations for commands, the checksum will
not match up. This is because the Proofreader is very
literal: It looks at the individual letters in a line, not at
tokens such as PRINT. There is a way to make the
Proofreader check such a line. After entering the line,
LIST it. This makes the computer spell out the abbre-
viations. Then move the cursor up to the line and press
RETURN. It should now match the checksum. You
can check whole groups of lines this way. Atari users
should beware of using ? as an abbreviation for PRINT — ■
they're not the same thing in the Proofreader's eyes.
The checksum is a sum of the ASCII values of the
characters in a line. VIC and 64 owners may wonder
why the numbers are so small, never exceeding 255.
This is because the addition is done only in eight bits.
A result over 255 will roll over past zero, like an odome-
ter past 99999. On the Atari, the number is turned into
two letters, both for increased convenience and to make
the Proofreader shorter. For the curious, the letters
correspond to the values of the left and right nybbles
added to 33 (to offset them into the alphabet). This
number is then stored directly into screen memory.
Due to the nature of a checksum, the Proofreader
will not catch all errors. Since 1 + 3 + 5 = 3 -t- 1 + 5, the
Proofreader cannot catch errors of transposition. In
fact, you could type in the line in any order, and the
Proofreader wouldn't notice. Anytime the Proofreader
seems to act strange, keep this in mind. Since the ASCII
values of the number 18 (49 + 56) and 63 (54 + 51) both
equal 105, these numbers are equal according to the
Proofreader. There really is no simple way to catch
these kinds of errors. Fortunately, the Proofreader
will catch the majority of the typing mistakes most
people make.
If you want the Proofreader out of your way, just
press SYSTEM RESET or RUN/STOP— RESTORE. If
you need it again, enter SYS 828 (VIC/64) or PRINT
USR(1536) (Atari). You must disable the Proofreader
before doing any tape operations on the VIC or 64.
Hidden Perils
The Proofreader's home in the VIC and 64 is not a very
safe haven. Since the cassette buffer is wiped out during
tape operaHons, you need to disable the Proofreader
with RUN/STOP— RESTORE before you SAVE your
program. This applies only to tape use. Disk users or
Atari owners have nothing to worry about.
Not so for VIC and 64 owners with tape drives.
What if you type in a program in several sittings? The
next day, you come to your computer, LOAD and
RUN the Proofreader, then try to LOAD the partially
completed program so you can add to it. But since the
Proofreader is trying to hide in the cassette buffer, it is
wiped out!
What you need is a way to LOAD the Proofreader
after you've LOADed the partial program. The problem
is, a tape load to the buffer destroys what it's supposed
to load.
After you've typed in and RUN the Proofreader,
enter the following lines in direct mode (without line
numbers) exactly as shown:
A$="PROOFREADER.T": B$="ll0 SPACES]": FOR
X = 1 TO 4: A$=A$+B?: NEXTX
FOR X = 886 TO 1018: A?=A$+CHR? ( PEEK (X) ) :
NEXTX
OPEtJ 1,1,1,A$;CL0SE1
After you enter the last line, you will be asked to
press record and play on your cassette recorder. Put
this program at the beginning of a new tape. This gives
you a new way to load the Proofreader. Anytime you
want to bring the Proofreader into memory without
disturbing anything else, put the cassette in the tape
drive, rewind, and enter:
OPENl:CLOSEl
You can now start the Proofreader by typing SYS
886. To test this, PRINT PEEK(886) should return the
number 173. If it does not, repeat the steps above,
making sure that AS ("PROOFREADER.T") contains
13 characters and that BS contains 10 spaces.
You can now reload the Proofreader into memory
whenever LOAD or SAVE destroys it, restoring your
personal typing helper.
Incidentally, you can protect the cassette buffer on
the Commodore 64 with POKE 178,165. This POKE
should work on the VIC, but it has caused numerous
problems, probably due to a bug in the VIC operahng
system. With this POKE, the 64 will not wipe out the
cassette buffer during tape LOADs and SAVEs.
Program 1: VIC/64 Proofreader
100 PRINT "{CLR 3 PLEASE WAIT . . . " :FORI=886TO
1018 :READA:CK=CK+A: POKEI , A;NEXT
110 IF CK<> 17539 THEN PRINT" fOOVJN} YOU MAD
E AN ERROR": PRINT "IN DATA STATEMENTS.
":END
120 SYS886:PRINT"{cLR) (2 DOWN) PROOFREADER
ACTIVATED. ":NEW
886 DATA 173,036,003,201,150,208
892 DATA 001,096,141,151,003,173
898 DATA 037,003,141,152,003,169
904 DATA 150,141,036,003,169,003
910 DATA 141,037,003,169,000,133
916 DATA 254,096,032,087,241,133
922 DATA 251,134,252,132,253,008
928 DATA 201,013,240,017,201,032
934 DATA 240,005,024,101,254,133
940 DATA 254,165,251,166,252,164
946 DATA 253,040,096,169,013,032
952 DATA 210,255,165,214,141,251
958 DATA 003,206,251,003,169,000
964 DATA 133,216,169,019,032,210
970 DATA 255,169,018,032,210,255
976 DATA 169,058,032,210,255,166
982 DATA 254,169,000,133,254,172
988 DATA 151,003,192,087,208,006
994 DATA 032,205,189,076,235,003
1000 DATA 032,205,221,169,032,032
1006 DATA 210,255,032,210,255,173
1012 DATA 251,003,133,214,076,173
1018 DATA 003
Program 2: Atari Proofreader
100 GRAPHICS 0
110 FOR 1 = 1536 TO 1700:REPlD A:POKE I
, A: CK=CK+fi: NEXT I
120 IF CK<>19072 THEN ? "Error in DA
TA statements. Ctieck typing":END
130
140
150
1536
1542
1548
1554
1560
1566
1572
1578
1534
15<?0
1596
1602
1608
1614
1620
1626
1632
1638
1644
1650
1656
1662
1668
1674
1680
1686
1692
1698
A=USR ( 1536)
"^ :? "Automatic Proo+reader now
ated. "
ac t i V
END
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
104, 160, 0, 185,26,3
20 1 , 69, 24 0, 7, 200, 200
192, 34, 208, 243, 96, 200
169, 74, 153, 26, 3, 200
169, 6, 153, 26, 3, 162
0, 189, 0, 228, 157, 74
6, 232, 2 24, 16, 208, 24 5
169, 93, 141, 78, 6, 169
6,141, 79, 6, 24, 173
4, 228, 105, 1 , 141 , 95
6, 17 3, 5, 228, 105, 0
14 1 , 96, 6, 169, 0, 133
2 0 3, 96, 2 4 7, 238, 125, 24 1
93, 6, 244, 241, 115, 24 1
124,24 1 ,76, 205.233,0
0, 0,0,0, 32, 62
24 6, 8, 201 , 155,240, 13
201, 3 2, 240, 7, 72, 24
101, 203, 133,203, 104,40
96, 72, 152, 72, 133, 72
160,0, 169, 128, 145,88
200, 192, 40, 208, 249, 165
203, 74, 74, 74, 74, 24'
105, 161, 160, 3, 145, 38
165,203,41 , 15,24, 105
161,20 0,145,88,169,0
133, 203, 104, 170, 104, 168
104, 40. 96
Mov1984 COMPUTC! 177
CAPUTS!
Modificotions Or Corrections To Previous Articles
Atari Super Directory
The character which appears as a grave (~) in lines
5010 and 5020 of this program from the April issue
(p. 176) should actually be {.}, CTRL-period. You
may find it easier to replace these lines with
the lines below, which build M$ from DATA
statements.
Ofl 5000 DIM M« (40) : RESTORE 5040
NJ5010 FOR 1 = 1 TO 40:READ A:M*(I
HR$ (A) : NEXT I
K! 5030 RETURN
FS 5040 DATA 1 04 , 20 1 , 2, 240 , <? , 1 70 ,
,5, 104, 104, 202, 208, 251 ,96
4, 133, 204, 104, 133, 203, 104
Ik 5050 DATA 104,133,205,160,0,17
03, 9, 128, 145, 203, 200, 196,
, 208. 245, 96, 0, 0
) =C
;40
10
7, ::
Reader For Atari And Color Computer
The Atari version of this game from the March
issue (p. 66) may stop with an ERROR 141 mes-
sage. To prevent this, Edward Rybczyk suggests
the following corrections:
380 IF A=43 THEN CLR: RUN
390 POKE 764,255: END
The Color Computer version requires Ex-
tended BASIC to run as published. Ron Crail
suggests changes to allow the program to run in
standard Color BASIC: Change the value of XLOC
to 304 in line 220 and to 308 in line 230, and change
COS to SIN in lines 260 and 310. Also, adding the
line 245 N$ = "X" will prevent an OS error.
VIC Barrier Battle
A testing loop was inadvertently left in line 200 of
this game program from the March issue (p. 84).
Troy Pibus points out that the line should read:
200 DD=37154:P1=37151:P2=37152
64 MLX And Trident
There is an error in the version of the "MLX"
machine language editor from the March issue (p.
182). In line 765, K = S-H should be replaced with
K = S. This error will prevent the "Trident" game
(p. 100), published in MLX format, from working
properly. Fortunately, the problem is quite easy
to fix. First, load and correct MLX and save the
corrected version. Then run MLX and use the
MLX Load option to load in Trident. Use the start-
ing and ending addresses given in the Trident
article. Retype the first line of Trident (49152),
then use the MLX Save option to create a new
copy of the game, which should now work prop-
erly.
Atari Trident
Reader Jim Davis suggests the following improve-
ment to this game from the March issue (p. 94):
105 Z=USR(ADR(M$),M,M+1,128) :FOR 1=15 TO
0 STEP -0.08:SOUND 0, 10 , 8 , I :NEXT I:Z
=USR(ADR(A$),48+C, 1,144, 51)
This adds an explosion sound when an incoming
missile is destroyed.
Commodore Floating Subroutines
Programs 1, 2, and 3 for this article from the March
issue (p. 164) will print a range of hex address
values which is one greater than the correct range,
as shown in decimal. To correct this, Paul Mon-
tognese suggests changing the H = C in line 63994
toH = C-l.
Chopperoids
Some readers tried to create a binary file (MLX
option F) for this Atari machine language program
(December 1983, p. 122). As stated in the article,
"Chopperoids" must be put on a boot disk or
boot tape. If you made a binary file, follow these
steps to create a boot disk from your work:
1. Load the MLX program and make the fol-
lowing temporary changes:
750 IF NOT READ THEN 1040
850 TRAP 40000;CLOSE #2:"^ "Finished.
'■ : LET READ = 0: BUFFER* (FIN-BEG + 3 1 )
=CHR* (0) :BUFFER*<31)=BUFFER*(61)
:GOTO 360
1000 H= I NT (ADR (BUFFER*) /256> ■ L = ADR (B
UFFER*) -H*256:L=L+30: POKE ICBAD
R + X,L:POHrE ICBADR + X + 1,H
2. Run the modified MLX and use the ad-
dresses given in the original article. Specify the
boot disk option.
3. Use the MLX Load command to load your
binary file. All the data will be moved up five
lines, as described in the February "CAPUTE!"
corrections.
4. Use the MLX New Address command to
begin typing at line 6092 and enter the additional
lines from February "CAPUTE!" (p. 181). Insert a
new disk in the drive and use the MLX Save option
to create a boot disk with the corrected data. ©
COMPUTE!
Tine Resource.
180 COMPUTi! MavWSd
lUI I Y^ Machine Language Entry Program
I wlbi#m For Commodore 64 Chanes Brannon, program Editor
MLX is n labor-saving utiUly that allows almost fail-safe
entry of machine language programs published in COMPUTE!.
You need to hioiv nothing about machine language to use
MLX — // was designed for irocrxfone.
MLX is a new way to enter long machine language
(ML) programs with a minimum of fuss. MLX lets you
enter the numbers from a special list that looks similar
to BASIC DATA statements. It checks your typing on a
Une-by-line basis. It won't let you enter illegal charac-
ters when you should be typing numbers. It won't let
you enter numbers greater than 255 (forbidden in ML).
It won't let you enter the wrong numbers on the wrong
line. In addition, MLX creates a ready-to-use tape or
disk file. You can then use the LOAD command to read
the program into the computer:
LOAD "filename",!,! (for tape)
LOAD "f ilename",8,l (for disk)
To start the program, you enter a SYS command
that transfers control from BASIC to machine language.
The starting SYS number appears in the article.
Using MLX
Type in and save MLX for your 64 (you'll want to use it
in the future). When you're ready to type in an ML
program, run MLX. MLX asks you for two numbers:
the starting address and the ending address. These
numbers are given in the article accompanying the ML
program.
You'll see a prompt corresponding to the starting
address. The prompt is the current line you are entering
from the listing. It increases by six each time you enter
a line. That's because each line has seven numbers — six
actual data numbers plus a checksum number. The check-
sum verifies that you typed the previous six numbers
correctly. If you enter any of the six numbers wrong,
or enter the checksum wrong, the computer rings a
buzzer and prompts you to reenter the line. If you
enter it correctly, a bell tone sounds and you continue
to the next line.
MLX accepts only numbers as input. If you make
a typing error, press the INST/DEL key; the entire
number is deleted. You can press it as many times as
necessarj' back to the start of the line. If you enter
three-digit numbers as listed, the computer automati-
cally prints the comma and goes on to accept the next
number. If you enter less than three digits, you can
press either the comma, SPACE bar, or RETURN key
to advance to the next number. The checksum auto-
matically appears in inverse video for emphasis.
To simplify your typing, MLX redefines part of
the keyboard as a numeric keypad (lines 581-584):
U I O 7 8 9
H J K L become 0 4 5 6
M , . 12 3
MLX Commands
When you finish typing an ML listing (assuming you
type it all in one session), you can then save the com-
pleted program on tape or disk. Follow the screen
instructions. If you get any errors while saving, you
probably have a bad disk, or the disk is full, or you've
made a typo when entering the MLX program itself.
You don't have to enter the whole ML program in
one sitting. MLX lets you enter as much as you want,
save it, and then reload the file from tape or disk later.
MLX recognizes these commands:
SHIFT-Sr Save
SHIFT-L: Load
SHIFT-N: New Address
SHIFT-D: Display
When you enter a command, MLX jumps out of
the line you've been t\'ping, so we recommend you do
it at a new prompt. Use the Save command to save
what you've been working on. It will save on tape or
disk as if you've finished, but the tape or disk won't
work, of course, until you finish the typing. Remember
what address you stop at. The next time you run MLX,
answer all the prompts as you did before, then insert
the disk or tape. When you get to the entry prompt,
press SHIFT-L to reload the partly completed file into
memory. Then use the New Address command to
resume typing.
To use the New Address command, press SHIFT-N
and enter the address where you previously stopped.
The prompt will change, and you can then continue
typing. Always enter a New Address that matches up
with one of the line numbers in the special listing, or
else the checksum won't work. The Display command
lets you display a section of your tj'ping. After you
press SHIFT-D, enter two addresses within the line
number range of the listing. You can abort the listing
by pressing any key.
What if you forgot where you stopped typing?
Use the Display command to scan memory from the
beginning to the end of the program. When you reach
the end of your typing, the lines will contain a random
pattern of numbers. When you see the end of your
typing, press any key to stop the listing. Use the New
Address command to continue typing from the proper
location.
MLX: Machine Language Entry
10 REM LINES CHANGED FROM MLX VERSION 2.0
0 ARE 750,765,770 AND 860 : rem 50
100 PRINT"{CLR3i63";CHR$(142);CHR$(8); :
POKE53281,1:POKE53280,1 : rem 67
101 POKE 788,52:REM DISABLE RUN/STOP
: rem 119
110 PRINT"ERVS3{39 spaces]"? :rem 176
120 PRINT" {rvsH 14 SPACES }{ RIGHT] (off ]
E*3£{RVS} {RIGHT} (RIGHT] [2 SPACES]
May 1984 COMPUH! 181
130
140
200
210
215
220
225
230
240
250
260
300
310
315
3 20
390
400
410
415
417
420
430
440
450
451
460
470
480
490
500
510
511
515
520
530
540
550
560
570
E*3lOPF}B*3£fRVSl£{RVS3 • 580
{14 SPACES)^? :rem 250 581
PRINT" {RVS} {14 SPACES} {RIGHT) gG3 582
{RIGHT} {2 RIGHT} {0FF}£{RVS }£§*§
{0FF]g*3{RVS} {14 SPACEST"; :rem 35 583
PRINT" {RVS} {41 SPACES)" : rem 120
PRINT" (2 DOWN) {PUR) {BLK) MACHINE LANG 584
UAGE EDITOR VERSION 2.01 {5 DOWN}" 585
: rem 237
PRINT"E53{2 UP}STARTING ADDRESS? 59^
{8 SPACES} {9 LEFT)"; : rem 143 603
INPUTS :F=1-F:C?=CHR?( 31+1 19*F) 610
: rem 166
IFS<256OR(S>40960ANDS< 49152 )ORS> 53247 620
THENGOSUB3000IGOTO210 : rem 235 630
PRINT: PRINT: PRINT . : rem 180 640
PRINT"g5i{2 UP}ENDING ADDRESS? 650
{8 SPACES} {9 LEFT}"r :INPUTE:F=1-F:C$=
CHR$(31+119*F) :rem 20 660
IFE<256OR(E>40960ANDE<4915 2)ORE>53247 670
THENGOSUB3000:GOTO230 : rem 183 680
IFE<STHENPRINTC$r "{rvS}ENDXNG < START 690
{2 SPACES }":GOSUB1000:GOTO 230
:rem 176 691
PRINT: PRINT: PRINT : rem 179 695
PRINT '■ { CLR} " r CHR? ( 14 ) : AD=S : POKEV+21 , 0
:rein 225 700
A=l : PRINTRIGHT? ( "0000"+MID$ ( STR$ ( AD) ,
2),5);":"; : rem 33 710
F0RJ=ATO6 :rem 3 3
GOSUB570:IFN=-lTHENJ=J+NiGOTO320 715
:rem 228
IFN=-211THEN 710 : rem 62 720
IFN=-204THEN 790 :rem 64
IPN=-206THENPRINT: INPUT" {DOWN }enT£R N 730
EW ADDRESS ";ZZ : rem 44
IFN=-206THENIPZZ<SORZZ>ETHENPRINT" 740
{RVS)0UT OF RANGE" :GOSUB1000:GOTO410
:rem 225 750
IFN=-206THENAD=ZZ:PRINT:GOTO310
:rem 238 760
IF NO-196 THEN 480 : rem 133
PRINT:INPUT"DISPLAY:FEOM";F:PRINT, "TO 762
";:INPUTT : rem 234
IFF<SORF>EORT<SQRT>ETHENPRINT"AT LEAS 763
T";Sr" {left), not MORE THAN" ; E:GOT043
0 :rem 159 765
F0RI=FT0TSTEP6 : PRINT :PRINTRIGHT$ { "000
0"+MID$(STR?(I),2),5) ;":"; ;rem30 766
FORK=0TO5:N=PEEK(I+K):PRINTRIGHT5("00
"+MID$(STR?(N),2),3);","; : rem 66 770
GETA$:IFA$>""THENPRINT:PRINT:GOTO310
:rem 25 775
NEXTK:PRINTCHR${20); :NEXTI : PRINTsPRIN
T:GOTO310 : rem 50 780
IFN<0 THEN PRINTJGOTO310 : rem 168
A(J)=N:NEXTJ : rem 199 781
CKSUM=AD-INT (AD/256)* 256 :F0RI=lT06sCK
SUM=(CKSUM+A{I) )AND255:NEXT : rem 200 790
PRINTCHR$ { 18 ) ? : GOSOBS70 : PRINTCHR? ( 146
). :rem 94 795
IFN=-1THENA=6:G0T0315 : rem 254
PRINTCHR$(20) :IFN=CKSUMTHEN530 800
:rem 122
PRINT; PRINT "LINE ENTERED WRONG t RE-E 810
NTER" ; P RINT : GOSUBl 000 : G0T03 10 1 rem 176
GOSUB2000 !2rem 218 820
FORI=1T06:POKEAD+I-1,A(I):NEXT:POKE54
272,0:POKE54273,0 : rem 227 830
AD=AD+6:IF AD<E THEN 310 : rem 212
GOTO 710 ;rem 108 840
N=0:Z=0 '^si" 88
PRINT "E£3"; :rem 81
GETA$ :IFA$=""THEN581 : rem 95
AV=-(A$="M")-2*{A$=", ")-3*(A$=". ")-4*
(A$=" J")-5* (A$="K" ) -6* {A$="L" ) : rem 41
AV=AV-7*(A$="U")-8*(A$="I")-9*CA$="0"
) :IFA$="H"THENA$="0" : rem 134
IFAV>0THENA?=CHR$(48+AV) : rem 134
PRINTCHR$(20) ; :A=ASCCA?) :IFA=130RA=44
ORA=32THEN670 irem 229
IFA>128THENN=-A: RETURN : rem 137
IFAO20 THEN 630 : rem 10
GO SUB690:IFI=1ANDT=44THENN=-1: PRINT"
{OFF) {LEFT} {LEFT}"; :GOTO690 ; rem 62
GOTO570 :rem 109
IFA<48ORA>57THEN580 t rem 105
PRINTA?; :N=N*10+A-48 : rem 106
IFN>255 THEN A=20 ;GOSUB1000:GOTO600
:rem 229
Z=2+1;IFZ<3THEN580 : rem 71
IFZ=0THEHGOSUB1000:GOTO570 :rem 114
PRINT", "; :RETURN : rem 240
S%=PEEK(209)+256*PEEK(210)+PEEK(211)
:rem 149
F0RI=1T03:T=PEEK(S%-I) :rem 67
IFT<>44ANDT<>58THENPQKES%-I,32:NEXT
: rem 205
PRINTLEFT9("{3 LEFT} " , I-l) ; : RETURN
; rem 7
PRINT" {cLR}{ RVS}*** SAVE ***{3 DOWN}"
: rem 236
PRINT"{2 DOW^I) (PRESS {RVS } RETURN { OFF }
ALONE TO CANCEL SAVE) {DOWN} " : rem 106
F$= " " : INPUT " { DOVra } FILENAME " ; F$ : I FP$ =
""THENPRINT:PRINTsGOTO310 : rem 71
PRINT; PRINT" [2 DOVffl } {RVS }t{oFF}APE OR
{RVS}d{OPF}ISK; (T/D) " :rem22a
GETA$ : IFA5 <> "T " ANDA? <> "D"THEN740
; rem 36
DV=1-7*(A$="D") sIFDV=8THENF$="0:"+F$:
0PEN15,8,15, "S"+F$:CLOSE15 : rem 212
T$=F$:ZK=PEEK(53)+256*PEEK(54)-LEN(T$
) :POKE782,ZK/256 :rem 3
POKE781 , ZK-PEEK ( 782 ) *256 ; POKE780 , LEN(
TS)!SYS65469 : rem 109
POKE780, 1 :POKE781 , DV: P0KE782 ,1 : SYS654
66 trem 69
K=S:POKE254,K/256:POKE253,K-PE'eK(254)
*256:POKE780,253 : rem 17
K=E+1 : POKE782 , K/256 : POKE781 , K-PEEK( 78
2)*256:SYS65496 : rem 235
IF ( PEEK ( 783 ) ANDl ) 0R( 191 ANDST)THEN780
:rem 111
PRINT "{DOWN) DONE. {DOWN} " :GOTO310
:rem 113
PRINT "{DOWN} ERROR ON SAVE. {2 SPACES }T
RY AGAIN. ":IFDV=1THEN7 20 s rem 171
OPEN15,8,15:INPUT#15,Ei5,E2?:PRINTEl$
;E2$:CLOSE15:GOTO720 : rem 103
PRINT"{CLR} {RVS}*** LOAD ***{2 D0t»l}"
: rem 212
PRINT" {2 DOWN} (PRESS { RVS } RETURN { OFF )
ALONE TO CANCEL LOAD)" : rem 82
F$="":INPUT"{2 DOWN} FILENAME" ? F$ : IFF
$=""THENPRINT:GOTO310 ! rem 144
PRINT: PRINT" {2 DOWN} {RVS }T{ OFF } APE OR
{RVS}D{0FF}ISK: (T/D)" : rem 227
GETA$:TFA$<>"T"ANDA5<>"D"THEN820
: rem 34
DV=:1-7*(A$ = "D") :IPDV=8THENF$ = "0: "+F$
:rem 157
T5=F$:ZK=PEEK(53)+256*PEEK(54)-LEN(T$
) ;POKE782,ZK/256 :rem 2
182 COMPint! May 1984
841 POKE781,ZK-PEEK(782)*256:POKE780,LEN{
T$):SYS65469 :rem 107
845 POKE780 , 1 : P0KE7ai , DV ! POKE782 , 1 : SYS654
66 :rem 70
850 POKE780,0:SYS65493 :rein 11
860 IF ( PEEK ( 783 ) ANDl ) OR ( 191 ANDST ) THEN8 70
cretn 111
865 PRINT" (down 3dONE.":GOTO310 :rem 96
870 PRINT" {DOlfN} ERROR ON LOAD. {2 SPACES JT
RY AGAIN. [DOWN}"; IFDV=1THEN800
;reni 172
880 0PEN15,8,15:INPUT#15,E1$,E2$:PRINTE1$
;E2$:CLOSE15:GOTO800 : rem 102
1000 REM BUZZER -rem 135
1001 POKE54296 ,15 :POKE54277 , 45 :POKE54278,
165 trem 207
1002 POKE54276,33 tPOKE 54273 , 6 :POKE54272,
5 ;rem 42
1003 FORT=1TO200:NEXT:PQKE54276,32;POKE54
273, 0:POKE54272,0; RETURN s rem 202
2000 REM BELL SOUND : rem 78
2001 POKE54296 , 15 ! POKE54277,0 :POKE54278, 2
47 :rem 152
2002 POKE 54276,17:POKE54273,40!POKE54272
»0 :rem 86
2003 PORT=1TO100:NEXT:POKE54276,16:RETURN
s rem 57
3000 PRINTC$;"{RVS)NOT ZERO PAGE OR ROM":
GOTO1000 -rem 89
^COMPUQUTfE T-SHIRTS'
I'M A
alack silk Screen
on White,
Tan. Blue, Gold
50 Col/50 Poly
Compu-Qutle Designs
P.O. Box 956
W)ckenburg,AZ 85350
Phone (602) 684-2263
'm a HacKer In Dlsk^gulse
Only Se.95 i
VISA money order 3, Love At First Byte
check Mastercard
Adult S<34-36) M(38-'W) 1(42-44) XL(464e)
Child XS(2-4) S{6«) M(10-12) L(14-16)
— Dealer Inquiries Welcomed —
\ferbatim
flexible disks
Cal] Free (800) 235-4137 for
prices and Information, Dealer
inquiries invited. C.O,D, and
charge cards accepted,
PACIFIC
EXCHANGES
100 Foothill Blvd
San Luis Obispo, CA
9340] In Cal call >^^_
(800) 592-6935 or tST
(805) 543-1037
COMPUTERS Gazette Back Issues
JULY 1983 : Commodore 64 Video Update,
Snake Escape, Alfabug, VIC Marquee,
Word Hunt, VIC Timepiece, product reviews,
Learning To Program In BASIC, Quickfind,
64 Paddle Reader, Machine Language For
Beginners, Enlivening Programs With
Sound, Using Joysticks On The 64, Simple
Ansvifers To Common Questions, VICreations
— Speedy Variables, 64 Explorer.
OCTOBER 1983: The Anatomy of Com-
puters, Telegaming Today And Tomorrow,
Commodore's Public Domain Programs, Oil
Tycoon, Re-Beep, product reviews, Aardvark
Attack, Word Match, A SHIFTy Solution:
The WAIT Command, Program Transfers,
Machine Language For Beginners, Improved
Paddle Reader Routine, How To Use Tape
And Disk Files, Understanding 64 Sound —
Part 1, Speeding Up The VIC, Simple
Answers To Common Questions, HOTWARE,
Horizons 64 — Improving 64 Video Quality,
VICreations - Using The VIC's Clock, News
& Products.
Back issues of July and August 1983 are $2.50 each. Issues from October forward are $3 Bulk
rates are 6 issues for $15 or 12 issues for $30. AU prices include freight in the U.S. Outside the
U.S. add $1 per magazine order for surface postage. $4 per magazine for air mail postage. ALL
BACK ISSUES ARE SUBJECT TO AVAILABILITY. ^ ^ ^ ^
Or write to:
In the continental U.S. call
TOLL FREE 800-334-0868
(in North Carolina call 919-275-9809)
COMPUTEi's Gazette Back Issues
P.O. Box 5406
Greensboro, NC 27403
Prepayment required in US. funds. MasterCard, VISA, and American Express accepted
North Carolina residents please add 4% sales tax. r r
MO¥l9e4 COMPimi 183
NEWS
UCTS
Memory Expander
For VIC-20
Letco has announced the 64KV
Memory Module, which adds
more than 64K of memory to
your VIC-20.
The 64KV houses 8K in each
of the VIC'S blocks 1, 2, and 3.
Block 3 can also be paged, or
swapped, under program con-
trol, with five other separate 8K
sections of memory. Each block
has a separate enable switch and
a write-protect switch, and there
is a switch to make block 3 re-
spond as though it is block 5 (the
normal game block).
The module is priced at
$109.95
Letco
7310 Wells Road
Plain City, OH 43064
(614) 873-4420
Authoring System
And Teaching Tool
CLAS, a teaching tool and
authoring system for educators,
has been released by Touch Tech-
nologies for the Apple II -i- and
lie, the IBM PC and PCjr, and
the Commodore 64.
The software package func-
tions as a teaching tool for any
subject. Authoring procedures
allow instructors to create les-
sons in their own teaching style.
Up to 30 problem sets can be
offered with each lesson. Ques-
tions take the form of true/false,
multiple choice, short answer,
or matching.
If desired, the questions can
be presented in a different order
18^1 COMPUTE MavW84
The Letco 64KV Memory Module adds more than 64K RAM memory to your
VIC-20.
each time the lesson is used.
Sound is used to give feed-
back when a response is made to
a question. A help mode is pro-
vided for the student, along with
a review of problem areas and a
summary of performance at the
end of the lesson.
Memory requirement for
Apple computers is 48K. The
IBMs must use DOS 2.0/2.1.
CMS is available for $89.95.
Touch Technologies
609 S. Escondido Blvd.
Ste. 101
Escondido, CA 92025
(619)743-0494
interface For
TI-99/4A
Mikel Laboratories, Inc., has
announced an RS-232-C interface
system for the TI-99/4A.
The $145.95 system is a free-
standing unit which allows the
T1-99/4A to use a printer and
modem without a peripheral
expansion unit.
The company also offers
cassette interface systems
($49.95), TI cassette cables
($11.95), and printers and moni-
tors. A line of personal computer
accessories for the TI-99/4A will
soon be available from Mikei
Laboratories.
Mikel Laboratories
3341 W. El Segimdo Blvd.
Hazothorne, CA 90250
(213) 679-2542
Life Insurance
Program For Atari,
Commodore
Advanced Financial Planning
has released Life Insurance
Planning, a software package for
the Atari 400 and 800 computers
and the Commodore 64.
The program will calculate
the inflation rate applicable to a
user's budget; the user's total
estate needs reduced into terms
of today's dollars (such as future
living expenses for the family.
college expenses, and funeral
expenses); the total estate pro-
vided by all sources of income
and assets; and the total shortfall
needed to be provided by life
insurance.
Life insurance needs can be
calculated for any year over the
planning period in order to help
the user select the proper type of
insurance policy.
Life Insurance Planning sup-
ports virtually any printer, and
requires a disk drive. The Atari
version requires the Atari BASIC
cartridge and 32K RAM. The
package is priced at $29.95.
When purchased with Advanced
Financial Planning's Retirement
Planning program, the total price
is $49.95 (shipping prices are
included in this total).
Advanced Financial Planning
20922 Paseo Olma
El Toro, CA 92630
(714) 855-1578
Music Adventure
Games For Apple II
Syntauri Corporation has intro-
duced Musicland, an advanced
set of musical games for the
Apple 11.
The package is built from
four basic games — Sound Factory,
Timbre Painting, Music Doodles,
and Music Blocks. The four games
are integrated. Musicland is a
foundation program from which
advanced musical concepts and
structures may be taught to
young children.
The system attempts to
maintain the interest of young
students, while providing musi-
cal challenges for adult musicians
as well. Aimed at musically un-
trained children, Musicland lets
youngsters use joystick controls
to discover musical form, timbre,
orchestration, composihon, and
transposition.
Children can compose, edit,
and play music as well. Interac-
tive graphics aid exploration,
from sketching a simple melody
to inverting a complex musical
passage. Multipart pieces can be
composed, orchestrated, and
played back in stereo. Each
of the four games covers a dif-
ferent range of musical learning
experiences.
Musicland requires a 64K
Apple II computer system with
one disk drive, plus synthesizers
(the Mountain Computer Music-
System) which plug into the
Apple. The Musicland set with
manuals sells for $150. The syn-
thesizers are available for under
$400.
Syntauri Corporation
4962 El Camino Real
Suite 112
Los Altos, CA 94022
(415) 966-1273
Three Learning
Progranns For Atari,
Commodore
Three learning programs from
Carousel Software have been
released for the Commodore 64
and Atari computers on disk or
cassette.
Telly Turtle is an introduction
to computer programming which
uses drawing routines and em-
phasizes logical thinking, prob-
lem solving, numbers sequenc-
ing, and visual discrimination.
Brain Strainers includes three
learning games for from one to
four players: Clef Climber, a multi-
level, animated note recognition
game; Finders Keepers, a multi-
screen and multilevel concentra-
tion game; and Follow the Leader,
a music and graphic pattern rec-
ognition game with up to 44
levels of difficulty.
Simulated Computer is an
animated simulation of a com-
puter in operation. Programs
written by the user can be seen
and heard flowing through the
component parts of the com-
puter. The program serves as a
teaching tool about the way a
computer works.
Telly Turtle (34.95) and Brain
Strainers ($29.95) are meant for
ages five to adult. Simulated Com-
puter ($29.95) is directed toward
ages 12 to adult.
Carousel Software, Inc.
877 Beacon Street
Boston, MA 02215
(617)437-9419
Games, Tutorial For
Commodore 64
Advanced Microware has intro-
duced two new software pro-
ducts for the Commodore 64.
Casino Pac includes four
games — Blackjack, Poker, Keno,
and Slot Machine. Each simu-
lates the new videogaming
machines being used in gambling
centers such as Las Vegas and
Atlantic City. The games let you
practice your betting strategy,
try your own betting systems, or
play for fun.
Casino Pac sells on tape or
disk for $39.
64Tour is a tour of the fea-
tures and capabilities of the
Commodore 64, with demon-
strations of all the graphics
modes, as well as music and
sound effects. The package is
priced at $12.
Advanced Microware
P.O. Box 6143
Santa Ana, CA 92706
(714) 554-6470
New Product releases are selected from sub-
missions for reasons of timeliness, available
space, and general interest to our readers. We
regret that we arc unable to select all new
product submissions for publication. Readers
should be aware that we present here some
edited version of material submitted by ven-
dors and are unable to vouch for its accuracy
at time of publication.
COMPUTE! ivelcomes notices of up-
coming events and requests that the
sponsors send a short description, their
name and phone number, and an address
to which interested readers may write for
further information. Please send fwtices
at least three months before the date of the
event, to: Calendar, P.O. Box 5406,
Greensboro, NC 17403. ©
MOV1984 COMPUTl! 185
NEC PRirvlTERS
NEC 1050 S999.0D
NEC 3550 , ., S:679 00
F>EF1C:aiV/l/TANOON
DRIVES
5V. 320K Floppy S229.0O
5 Meg Hard w/Controller CALL
10 Meg Haid W/Controller,. ..CALL
IS Meg Haid w/Controller CALL
20 Meg Hard w/Controller CALL
AMDEK
31 OA Amber Woniloi £169.00
DXY 100 Ploller S599.00
Color II S399.O0
AST RESEARCH
Six Pak Plus... from S2 79.00
Combo Plus II ..Irom S2 79 00
Mega Plus...1iom S309.00
I/O Plus... Irom SI 39.00
auAORArvt
Quadlirk S473.00
Ouadboard.-.as low as S2S9.00
Quad 512 Plus...as low as. ..5249.00
Quadcolor-.-as low as S219.00
Chronograph SS9.00
Parallel Interface Board 589 00
64K RAM Chips Kil S59.O0
MICROPRO
WordStar/MailMerge S349.00
InfoStar S299.00
SpellStat ..S159-00
CalcSOr ,.S99.00
MICROSTUF
Crosstalk SI 05.00
MICROSOFT
Multipian.. S159.00
ASHTOIM TATE
dBASE II S389.00
Friday! SI 85.00
lUS
EasyWrilet II S249.00
EasySpeller S1I3.00
EasyFiler S229,00
CONTIIMEIMTAl. SOPTWARE
HI Class Mail'Form Letter. ..579.00
The Home Accnt. Plus 588.00
VISICORP
IBM APPLE
VisiCalc
159.00
VisiCalc 4
1S9.O0
VpsiCalc-Advanced
269.00
UisiWotd/Spell
249,00
Visilrend/Plol
199,00
199.00
VisiLinh
169.00
VisiFile
199.00
169.00
VisiSchedule
199.00
199.00
Visidei
159.00
VisiPlol
135.00
VisiTerm
75 (XI
Desktop Plan
199.00
169.0O
Bus. Forecast Model
7S.0O
75.00
Stretch Gate
75.00
75.00
VisiTutor Calc
59.00
59,00
VisiTutor-Adwanced
75.00
75.00
VisiTutoj Word
59. OO
59.00
Vision Calc
249.00
Vision Graph
129.00
Vision Mouse
159.00
Vision Host
319.00
pfB
APPLE
ler^
Write:
79.00
69.00
Graph:
79.00
89.00
Report:
79.00
79-00
File:
79.00
89-00
Solu(ioh5':a5lQwas
16.0O
16,00
■CallO
1 Titles
LOTUS
1-2-3
5329.00
PROVES SII3NAL SOFTWARE
PC Plus/The Boss S349.00
SYNAPSE
File Manager Sag. 00
PRINTERS
AXIOM
AT-1 00 Atari triterface 5239.00
GP- too Parallel Interlace . ,5199.00
AT-a46 Intettace Sa9.00
AXIOM
BIVIC
401 Letlei Quahtv S5B9.00
BX-80 Oot Matrix S269,O0
CENTRONICS
122 Parallel S299.00
739-1 Parallel ,5199,00
739-3 Serial S249.00
C.ITOH
Gorilia Banana S209.00
Prownler S510P S379.00
Prowriter 1550P S599.00
A1QI1S cps) S569.00
3600 P - 5929,00
F I 0-40 5999,00
F I 0-55 S 1 499,00
COMREX
ComWriter II Lester Oualily,..S499.0O
DIABUO
620 Letter Quality 5949.00
630 Letter Oualily SI 749.00
OAISYUVRITER
2000 S999 OO
Tractor Feed S109 00
EPSON
MX-aOFT. MX lOO. RX 80. RX-80FT,
FX-80, FX-100 CALL
IDS
Prism SO.,. For Configurations.. .CALL
Prism32 , For Configuration, . CALL
MANNESMAN TALLY
1B0L 5539.00
IBOL -- S799,00
S pi I It BO S309,00
NEC
201 0/203O S899.0O
8023 Dot Malm S379.00
8025 Dot Malm 5669.00
3S10Senal/LetlBrQualitY.,.S1449,00
3530 Paiallal./LetterOuall<v .. 51499.00
77 10/7730 Serial/Parallel... SI 949.00
OKIOATA
32,83.34,92,93.2350.2410 ...CALL
SMITH CORONA
TP 2 5399.00
Tractor Feed SI 19.00
SILVER REEO
500 Letter Oualily 5469,00
550 Lettei Oualrly 5699.00
STAR
Gemmi lOX S299.00
Gemmi PI 5X S399.00
Delta 10 S559.00
Serial Board .575.00
TOSHIBA
1 350 SI 599.00
THANSTAR CALL
PRINTER CABLES
Available lor Atari. Commodore, IBM.
Apple, Eti^on. Kaypro, Televideo, Frank-
lin. Eagle. Sanyo, Osborne. NEC.
Zenith and many others. We supply all
your computer needs!
PAPER SUPPLIES
1 000 Shis. G' .'Xl 1 Tractor PatJer. ,19,99
1O0Osflts.l4' rxl 1 Tractor Paoer--S24. 99
1 oi 2 Address Labels S9,99
MBC-SSQ PC . . . CALL
MBC-SSB PC . . . CALL
MBC 1100 SI 499 00
FDD 3200-320K Drive 5389,00
|MBC 1 150 51899,00
IMBC 1200 St 849.00
FDD 6400 640K Drive 5459.00
MBC1250 S2099.00
PR 5500 Printer S599.00
APPLE/FRANKLIN
□ I5K DRIVES
MICRO-SCI
A2 5219,00
A40 S299.00
A70 S319.00
C2 Controller S79.00
C47 Controller S89.D0
RANA
Elite 1 S279.00
Elite 2 5389.00
Elite 3 5569.00
At^PLE Us STARTER PACK
64K Apple He. Disk Drive* Controller.
SO Column Card. Monrlor 11 i DOS 3.3
COIV1PLETE c A US-
TERMINALS
914 SS69.0O
924 5689.00
925 5739.00
950 5929. 00
970 S1039.00
COMPUTERS
Teleport PortaOle CALL
BOOA 51099.00
802 52699.00
803 51349.00
802H S4695.00
806/20 54999. 00
81 6/40 59 1 99. 00
1502 53399.00
1603 CALL
MONITORS
AMOEK
300 Green S149.00
300 Amber SI 59.00
310 Amber 5! 69.00
Color 1 , S279.00
Color I Plus 5299.00
Color 2 .- S399.00
Color! Plus .5419.00
Colors S349 .00
Color 4 5699.00
BMC
12 Green 888.99
12' Green HI-FES St19.9B
9191-13' Color 5249.99
GORILLA
12' Green , S88.99
12 Amber 595.99
NEC
JB 1260 Green. SI 09.00
JB 1201 Green 5149.99
JB 1205 Amber 5159.99
JC 1215 Color 5299.99
JC12)8RGB S429.00
JC 1460 Color RGB 5359. OO
PRINCETON C3RAPHIC5
HX12 RGB 5519 00
SAKATA
100 5269.00
TAX AN
210 Color RGB S299.00
400 Med-Res RGB 5319.00
415HiResRGB S439.00
420 Hi-Res RGB IIBIUI) 548900
100 12 ■ Green SI 25.00
105 12 Amber S135.00
USI
Pi 1. 9 Green 599.99
Pi2. 12 Green 5119.99
Pi 3. 12 Amber SI 49.99
Pi 4. 9' Amber 5139.99
1400 Color 5269.99
OUAORAM
Ouadchrome 8400 ,5579.00
ZENITH
ZVM 122 Amber 5109.00
ZVM 123 Green SS9.99
ZVM 135 Color/RGB 5469.99
^ SANYO
EFRAHKUN
ACE 1000 Color Computer ..,.CALL
ACE Family Pack System CALL
ACE PRO PLUS System CALL
ACE 1 2O0OI(ice Mgmt. System . . . CALL
-NOT HE EXPENSIVE
©Tel^ideo
MOOEMS
ANCHOR
Mark I IRS-232) S79.Q0
Mark II I Alan I 579.00
Mark III ITI-9D1 SI 09.00
Mark IV tCBM.PET) 5125.00
Mark V (Osbornej 595. OO
Mark VU IBM-PC) -.5169.00
MarkVIIIAuloAnsAutoOiall ...51 19.00
Mark Xim200 Baud) S299,00
TRS-80 Color Computer S99,00
9 Voll Povuer Supply S9 00
HAYES
Smartmodem 300 5219,00
Smarlmodom 1200 5509.00
Smaitmodcm 1200B -5459.00
Micromoderri II S265.00
Micromodem II Plus 5299,00
Micromodem IIE 5269.00
Mitlromodem 100 S299.00
Smart Com II S89-00
Chronograph 5199.00
NOVATION
J Cal S99.99
SmarlCat 103 5179,00
SmanCat 103, 21 2 5399,00
AuloCal 5219-00
212 AotoCat 5549,00
Apple Cat II 3249,00
212 Apple Cal 5569,00
Apple Cal 212 Upgiade S309.00
Cat S139 93
D-Cal S149 00
PC Cal 5399 00
ZENITH
ZT 1 S309 00
ZT 10 S339 00
ZT 1 1 S3B9 00
APPLE ilMTERFACE
CARDS & BUFFERS
Choose Irom PKASO. Orange Micro,
MPC. MicfOMax. Tymac. Ouadram (
Practical Peripherals CALL
800»6*t8''35f1 800' 268-^559 800''235«8950
In NVcaii l?0215Ba 5654 DepI, 0506
Ordei Slalus Number 588-5654
P.O. Box 6689 Statelme NVS9449
In Toronto ciill 1416)8280666. Dcpl. 050€
Order SlnlUb Number S2B-0B66
2505 OurtMin Drive. Unit 1 B
Missis&auga. Ontario, Canada L5L1 Tt
In PA call U17>327-9575, Dept 0S06
Order SUMuS Number: 327-9576
Cuslomer Service Number: 327- 1 450
477 £. Third Si,, Wildamipon. PA 17701
' No Msk no d^po^il on C O O orders Pre-paid orders receive free shippmg withm the UPS Conttntenlal linited States with no waiting period foi certided checks oi
money Orders. A<1(1 J-'/- (mirnmum 55 OOi stiippmg and handling on aU C O D and credit caid orders. Larger shipments may require additional charges. NV and PA
lesideni^add ^aaesia» All items subiect lo availability and price change Wesioch manutactuier s and ihtrd party software lor most alt computers on the maiKer Call
today *oi our new caiai09
COMPUTER M
Hoala
KOALA PADS
Alan IDiskI S75.00
Alan IROMI _ Sa2,00
C-64 {DISK! S75,0O
C-64 IROMI S82-00
>BM S99.00
AP/Ffanklin S85.0O
^Z. commodore
CBIVI Baa3...£5S9
MSD S01 Disk Drive S349.Q0
MSDSD2 Disk Drive S599-00
CBM 4032 S599.00
CBM 8096 Sa69.00
CBM 9000 S999.00
Bl 28-80 S769.00
CBM 64K Memory Board ...S269.00
B032 10 9000 Upgrade S259.00
2031 LP Disk Driwe S299.00
8050 Disk Olive S949-00
8250 Disk Drive SI 199.00
4023 Printer S379.00
8023 Printer S569.00
6400 Printer St 399.00
Z-RAM S499.00
Silicon Ollice SS99.00
The Manager.. SI 99.00
SodROM .5125.00
VlsiCalc SI 59 .00
PROFESSIONAL
aoFT^A/ARe
Word Pro 2 Plus S159.00
Word Pro 3 Plus S189.00
Word Pro 4 Plus/S Plus. ..each.. .5279.00
InloPro S179.00
Admmislraloi S399.00
Power S 7 9 .00
We stock a full inventorv ol software for Commodore, such as:
Artw/orx, Broderbund, Commercial Data, Creative Software.
Epyx, HES, MIcroSpec, Nufekop, Romox. Sirius, Synapse,
Thorn EMI.Tronix, UMI, Victory, Spirraker,Rainbow4Timeworks!
ATAF^IS Q FT
Games for IBM, Apple, C64 & VIC 20
tBM/Appla CGt/VlC SO
Pac Man 29.99 37.99
Centipede 29.99 37,99
Dig Dug 29.99 37.99
Donkey Kong 29.99 37.99
Defender 29.99 37.99
Robolion 29.99 37.99
Star Gale
29.99
37,99
CMO'S PORTABLE CORNER
41 CV.
, StSS.SS
pc-Bsai
sea
41 CX S19a.95
HP10C SSI 99
HPllC S69-99
HP 12C S88.99
HP15C SB3.99
HP tec - saa.99
HP 75C - S749-99
HPIL Module S98.99
HPIL Cass, or Printer S3S9.99
Card Reader 5143.99
ExtendetfFunctron Module .. .563 99
Time Module 563 99
TIIVIEX/SINCI_AIR
Timex.Smclair TOOQ S24.99
Timei-Sinclair 208G CALL
t6K Memory S25.00
2040 Printer S99 99
VuCalC S17,99
Mind ware Pi in let S99 99
m^.
^
PC-
PC-
1500A.
1 550A.
A
HOME
COIVIPUTER!
ATARI
BOOXL
SX-64
PORTABLE
VIC 30 CALL
CBIVI 64 S1SS
C1541 Disk Drive S249.00
CI 530 Datasette S69.00
CI S2DColor Printer/Plotter... SI 29 00
M-801 Dot Matrix Printer ...S219.00
01526 Dot Matrm/Serial S299.00
01 702 Color Monitor S249.00
CI 3 1 1 Joystick 54,99
CI 31 2 Paddles 511.99
CI 500 VIC Modem 55900
CI 650 Auto Modem 589.00
Logo 64 S49.00
Pilot 84 S39.00
SimonsBasic S19.00
Word Pro 64 Plus S59.QO
Parallel Printer Interface S49.00
Caic Result 64 SI 29.00
Codewriter 64 57500
Quick Brown Fox S49.00
Word Pro 64 Plus 559.00
MCS BOt Color Printer 1499.00
DPS 1101 Daisy Printer S459.00
ivtagic Voice Speech Module.. . S54.00
Desk Organizer Lock S49-00
NEC
PC-8221AThe'malPrinter . ,SI49.0O
PC B2aiA Data Recorder S99.00
PC-8201 068KRAMCtiips..,S105.00
PC 8206A32K RAM Cartridge.. .S329.00
, sies.ss
. . SBa.99
CE-125 Printer.Cassette... S128.99
C e- 1 50 Color Printer, Casselle.. .SI 7 1 .99
CE155 SK RAM S93.99
CE 161 16KRAM SI34.99
CE 500 ROM Library S29.99
•""With Purchase of
1010 Program Recorder,
E,T. Phone Home &
CI 31 1 Joysticks
TOTAL SYSTEM
PRICE SS5S
1010 Recorder S74.00
102O Color Printer S249.00
1025 Dot Matrix Printer S339 00
1027 Letter Quality S309,0O
103O0irect Conned Modem ...5119,00
1050 Disk Drive., , S3 39. 00
CX30PaiJdle S12.00
0X40 Joystick eacli...S8.00
0X7 7 Touch Tablet S64.00
CX80 Trak Ball 548.00
0X85 Keypad SI 05.00
483 Communicato! II S229.00
4003 Assorted Education S47.00
4011 Star Raiders S33.00
4012 Missile Command S29.00
40 1 3 Asteroids , S29 .00
5049 VisiCalc 5159,00
7097 Logo S79.00
7101 Enlertainer 569.00
7102 Arcade Champ S75,00
8026 Dig Dug S33.O0
ao30 E.T. Phone Home S33.00
8031 Donkey Kong S39.O0
8033 Robotton 535.00
8034 Pole Position S39.00
8036 Atari Wiiter 579.00
8040 Donkey Kong. Ji S39.00
8043 Ms- PacMan S39-00
8044 Joust S39 00
aiSKETTES
MAXELL
5'.'. MO-1 529.00
5' 4 mD-7 539,00
a FO-1 (SS,00l 539,01}
a FD-2 (OS, DDI S49.00
VERBATIM
5't SS.DD 526,99
5',. DSDD S36.99
ELEPHArMT
5'^ SS.SD 318.49
S'i. SS DO S22.99
5'. OS, DO S28.99
HEAD
5',' Oisk Head Cleanei S14.99
C3ISK HOLCERS
INNOVATIVE COIMCEPTS
Flip-n.File 10 S3. 99
Flip n File 50 SI 7.99
Flip. n.File(400,80OR0MIHoldei.. SI 7.99
LJK ENTERPRISES
Atan Loiter Pert eclDisk|40.80| ., S79.99
Atan Letter PerfectR0MI40 coll, 579 99
Alan Letter Perfect-ROMIBO coll., ,579,99
Atan Data Penec!ROM(SOcoll S79.99
Atari SoBll Perfect-DISK S59.99
Atari Utility/M ail Merge. S21 00
Apple Letter Perfecl 599.00
Apple Data Perfecl 5 75.00
Apple LJK Ulilily 521 00
Apple Lov^er Case Generator , ..SI 9. 00
6oaxi
sooxi
isaoxL.
1<400XL
SISS
. CALL
. CALL
PERGOM
ATBBSl 5369.00
ATSa-Al S259.00
AT BBS 1 PO S449.00
AT BS'DDA SI 19.00
RFD40-S1 S449.00
RFD 40-Al S269.00
RFD 40-32 ,., S699,00
RFD 44-51 5539,00
RFD 44S2 S869.00
TEXAS INSTRUMENTS
IX 99-Sl 5279.00
RAIMA
1000 ,.5329.00
TRAK
ATD2 S389.00
INDUS
.GT-Drive 5379.00
MEMORY BOARDS
Axlon 32K SS9.00
Axlon 4aK 599.00
Axlon 12aK S299.00
Inlec 32K S59.00
Intec 4SK SBS.OO
Inlec 64K S99.00
Intec Real Time Clock S29.00
ALIEN VOICE BOX
Atari... S119.00
Apple S 1 49 , 00
COISITROLLERS &
JOYSTICKS
vuica
Joystick 521.99
3-way Joystick 522.99
Famous Red Ball 523,99
Power Grip S21-,99
BOSS Joystick SI 7,99
ATARI. VIC Trak Ball S34.99
Apple Trak Ball S54.99
Apple Adapter SI 5,99
Apple Analog S37,99
KRAFT
Joystick S4 1 ,99
Atan Single Fite Si 2.99
Atari Swilch Hitter 515.99
Apple Paddles 534.99
IBM Paddles S34.99
IBM Joystick 546.99
AMIQA
3100 Single SI 3.99
3101 Pair SI 9. 99
Joyboaid S37.99
TH
Atari Irak Ball S47.99
Apple Joystick 547,99
Apple Trak Ball S47.99
CANADA
800»648.55ff 800-268't559 800«255'8950
In NV call I702)5aa-56S4, DepI 0506
ir Stalus Number 588-5654
PO Box 6689 Statelme. NV 89449
In Toronto call {4161828-0866 Dept 0506
Order Status Number 828-0866
2505 Dunwin Drive Unit 1 B
Mississauga. Ontario Canada L5L1T1
In PA call 17 1 7i327 9575 Oepl 0506
Order Slalus NumDei 327 9570
Customer Service NumbS' 327 1450
477 E Third St Williamsporl PA I 7701
CANADIAN ORDERS: All prices are subject lo shipping, tax and currency fluctuations "Call tor exact pricing in Canada
INTERNATIONAL ORDERS All shipments outside the Continental United Stales must pre-pay by certified check only Include 3 Imimumum S5 OOl shipping imt
handling EDUCATIONAL DISCOUNTS Additional discounts are available to qualilicd Educational Inslotioni
APO & FPO Add 3'.. tminimum 55 00) shipping and handling.
L\;co Computer Marketing & Consultants
TOLL FREE 800-233-8760
TO ORDER
CALL US
In PA 1-71 7- 327)824
FOR ATARI
COMPUTERS
AT88S1 ...
AT88S2 ...
AT**S1PD.
RFD40S1..
RFD40S2..
RFD44S1 . .
$299.00
,$535.00
.S439.00
$399.00
$675.00
$449.00
AT88 doubler
HARD DISK
DRIVES for
APPLE IBM-PC
5MEG $1349.00
10MEG ...$1599.00
1SMEG ...$1999.00
20MEG ...$2359.00
Aild S «> 'It' '"' 'HS *i 1) ..-.,
TEXAS
INSTRUMENT
Disk Drive. . . $245.00
TRAK DISK DRIVES
AT-D1 S379.00
AT-D2 S399.00
PRINTER CABLE S22.95
Soflware (or ATD-2 - . . . S22.95
RAN A
DISK DRIVE
COMPUTER CARE
BIB
5'/4 DISK DRIVE
CLEANER S12.75
COMPUTER CARE
KIT S19.75
BLANK DISKETTES
ELEPHANT
Slnol* Sld« SD(10) t17.7S
Single SIda DD(tO) 121.75
Double Sid* 00 (1 0) $20.75
MAXELL
MDI(IO) 128.75
«DH(10| •38.75
CERTRON CASSETTES
CC-10 12 for $15.99
CC-20 12 for *17.99
INNOVATIVE CONCEPTS
DUk StoriB* (hold* 10)....*4.e5
Dl*k Storag* (hold* 15).... Se.95
DI(l(S1orag*(hDld*90). . . .•26.95
EPYX
Tdinple o1 Apshai S26.95
Star Warrior S26.95
Crush. Crumble 1 Chomp . $22.75
ADVENTURE
Sa9B«1 Adventureland ...$29.95
SsgsS2 Pirate Adventure. S29. 95
S«gsa3 Secret Mission. .S29.9S
Slone o( Sisyphus $24.95
ALIEN GROUP
Atari Voice Boi $99.00
Apple Voice Bos SI 29.00
SPINNAKER 64
Kindercomp S21 .75
Story Machine $23.75
Fflce Maker S23.75
Snooper Trooper S29, 75
Delta Drawing S34.75
Shamus II c/d . $24.95
Pinhead c/d $22.95
QUICK BROWN FOX
OBF Word Processor $49 95
UIK
Letter Perfect $105.00
Data Perfect S95.00
ADVENTURE INTERNATIONAL
S Adams Adventure - . S28.75
VlC-64
Household Finance C>D . .524. 75
VtC 20
King Arthurs Heir Cass $24.75
Monste, Maze Rom $.4 7..
EASTERN HOUSE
Monkey Wrench 2 $52.75
BRODERBUND
LODE RUNNER 0 $24.75
OPERATION
WIRLWIND D $29.75
DROL D ... S24.75
PARKER BROTHERS
Tutankham R S33.75
Super Cobra R S33.75
Astro Chasa R $33.75
Frogger R $33.75
QBert R $33.75
Popeye B $33.75
ni»k R $42.75
Chess R $42.75
SPINNAKER
Storv Machine R $26.75
Face Maker R $24.75
Kinderomp R. $20.75
Fraction Fever H $24.75
Delta Drawing R $26.75
RANA
|^__^^^1^-^(1> DISK DRIVES
^^1 ^^V^^WU^^W $295.00
^■II^FI^FI^Bl Elite 2 $449.00
ft H I Elite 3 $559.00
' ' MICRO-SCI
SSI A2 call
Battle of Shilo $26.75 A40 call
Tigers in the Snow S26.75 A70... ...call
Cosmic Balance $26.75 MUSE
Knights of the Desert . S26.75 Castle Wollenatoin .... $20,75
Battle for Normandy . . $26.75 Caverns of Frietag $20.75
Germany 1985 $36.75 Robot War $26.75
CONTINENTAL
Home Accountant
Book of Apple Software
BRODERBUNO
Bank Street Writer
AE
LODE RUNNER O
Choplifter
David's Midnlgttt
SPINNAKER
Kindercomp
Story Machine
FaceMaker
Snooper Trooper
Delta Drawing
$51 .75
SI 6.75
$49.75
$24.75
S24.75
$24.75
$24.75
$21.75
S23.7S
$23.75
$29.75
$34.75
ft commodore
1212 Progj-ammers Ad.S44.75
1213 Vicmon....,......S44.75
Vic 20 dust cover, ..... .S6.99
Vic 64 dust cover, S6.99
TIMEWORKS
INVENTORY $59.78
ACCOUNTS REC •59.75
ACCOUNTS P*¥ •59.7S
GENERAL LEDGER 159.75
PAYROLL •59.75
CASH FLOW »59.7S
SALES ANALYSIS S5B.75
6LEC CHECKBOOK »59.75
MONEY MANAGER (£9.75
DATA MANAGER (59.75
WALL STREET •59.75
HES64
Sound Box S9.95
64Forth $55.75
Hesmon.. .......... — $25.75
Turfle Graphics $37.75
Heswriter $26.75
Gridrunner $19.75
Attack of MC $22.75
Turtle Trainer.. .,...,..$22.75
TurtieTutor S22.75
Paint Brush $22.75
Benji $25.75
Home Manager $28.75
Time Money Mgr $44.97
OmniCalc $33.75
Sword Point St 9,95
HesModem S52.7S
CARDCO
Cardprinter / LOl $499 00
Csrdprmt DM1 $109 00
5 Slot Expansion 64 $54,00
64 Write NOW $39 OO
64 Mail NOW $29.00
2j Write NOW $29.00
64 Keypad $29.00
Universal Cass. In! $29.75
Printer Utility $1 9,75
6 Slot Expansion $79 95
3 Slot Expansion $24 95
PRINTER INTERFACE... $39.75
PRINTER INTERFACE with
full graphics $63.75
UGKTPEN $29.75
PARKER 20
Frogger (BOM)
OBerf (ROM)
Tutankham (rom)
$33 75
S33 75
S33 75
SYNAPSE
BLUE MAX C/D S24.75
Fr. APOCALYPSE C/D... S24. 75
PHABOAW'S CURSE C/D .. . $2475
FIRST STAR
ASTRO CHASE C/D.. -.522. 75
BRISTOLS C/D $22.75
FLIPFLOPC/D $22.75
ALIEN GROUP
Voice Box 2 . $99.75
DON'T ASK
Sam $41.75
Abuse $15.95
Teleatri $27.95
Poker Sam S24.95
EPYX
GATEWAY TO
ASPHIR $28.75
JUMPMAN JR R $28.75
PIT STOPR $28.75
GATEWAY TO
600XL ...SCALL
800XL for
1 400XL. . . Lowest
1 450 Prices
1020 PRINTER NOW
1025 PRINTER IN
1027 PRINTER STOCK
1 050 DISKDRIVE .... SSAVES
1010 RECORDER $74.75
APX
3R Math $19.95
Typo Attack $24.95
Family Budget $19.95
F. Cash Flow $19.95
BRODERBUND
Bank Street Writer D $49. 75
AE D $24.75
Apple Panic O $23.75
Choplifter ROM $32.75
David's Midnight $24,75
Stellar Shuttle C/D $18.75
Ft. Apocalypse $24.75
SSI
Battle of Shilo C/D
Tigers in the Snow C/D. ..
flatlle lor Normandy C/D .
Knights of the Desert C/D
Cosmic Balance C/D
ON-LINE
Frogger
Wizard i Prin
HOKLAN
Wizard of War
Gorf
Delux Invader
BIGS
Miner 2049
$26.75
$26.75
$26.75
$26.75
..$26.75
..$24.95
.$26.95
..$29.75
..$29.75
$27.95
$32.75
Li;co Computer Marketing & Consultants
TOLL FREE 800-233-8760
TO ORDER
CALL US
In PA 1 717-327-1824
PRINTER
INTERFACING
I Available for laM PC, Apple, Atari, Vic 20 & Vic &4
PRINTER PAPER
AVAILABLE
SAVE = PRINTERS
EPSON
OKI DATA
LETTER QUALITY
SMITH C0RONATP2. . .S449.00
DIABLO 630 . .51 71 9.00
ALPAHCOM 42 $89.00
ALPHAC0M81 SI 29.00
NEC 8023 S369.00
NEC 8025 S699.00
NEC PC-820O
COMPUTER SCALL
RX-aO $SAVE$
RX-BOFT ON
FX-80 In-Slock
FX-100 EPSON
MX-80FT PRINTERS
MX-100 $$CALLJS
MANNESMANN
TALLY
SPIRIT 80 SCALL
MT IBOL SCALL
80 SSAVES
82A CALL (or
a3A LOWEST
84 PRICES
92 art these
93.;' In-Stock
PACEMARK 2350. . . PRINTERS
ATARI 850
REPLACEMENTS
IN -STOCK
CITOH
GORILLA GXtOO St 79.00
PROWRITER eSl 0 . . . S339 .00
PROWRITER II S659.00
8600 SI 025.00
STARWRITER S109S.OO
PRINTMASTER S149B.00
STAR MICRONTICS
GEMINI 10X S269.O0
GEMINI 15X SCALL
DELTA 10 $479.00
MODEMS
ANCHOR MARK I
ANCHOR MARK I
HAYES SMART ..
HAYES MICRO II
Micro Bit
|MPP-1000
NOVATION
CAT
D-CAT
J-CAT
APPLE CAT II , ,.
2^7 APPLE CAT
S79.00
I..S79.00
.S239.O0
S309.O0
$129.75
S144.00
S15S.00
S1 15.00
S279.00
S5B9.DO
CORDLESS
TELEPHONES
from.. .$69.75
MONITORS
Sakatg Color $229.00
Amdek Color I S275.O0
Amdek 300 Green S149.00
Amdek 300 Amber .... $1 49,00
Gorilla Green S99.00
DUST COVERS
800 $3.99
400 $3.99
1200 $3.99
410 $3.99
810 $3,99
1050 S5.99
PROWRITER $5.99
GEMINI 10X $5.99
PERCOM DISK $5.99
VIC 20/64 $5.99
[appkz
APPLE DUMPllNr. GX S99 ? '.
APPLE tXJMPUNG 64 lUi BulterlSI 79 7e,
INFOCOM
Zork I. II. or III S26.7S
Deadline $33.75
HES 20 HES Writer... S2S. 75
HESMONRom. $25.75 Shamus $25.75
Turtle Graphics. $25.75 f'°^^"°' S25.75
PEFQGM
VIC 64/20
PACMAN S33.75
DONKEY KONG S33.75
DIG DUG S33.7S
DEFENDER $33.75
CENTIPEDE $33.75
FIRST STAR 64
BRISTOLSC/D S22.7S
FLIPFLOPC/D $22.75
SYNAPSE 64
commodore ^-^
ZEPPELIN C/D $24.75
BLUE MAX C/D $24.75
DIMENSION X C/D ....$24.75
E PYX 64
ASPHI R $28.75
JUMPMAN JR R $28.75
PITSTOPR $28.75
BRODERBUND64
BANK STREET
WRITER $49.75
CHOPLIFTER $24.75
LODE RUNNER $24.75
OROL $24.75
KOALA TOUCH TABLET. -. $69.75
C^
AT88S1 ..$299.00
RDF44SI $449.00
GEMINI 10 $269.00
IBM
PACMAN $27.95
DONKEY KONG S27.95
DIG DUG S27.95
DEFENDER- $27.95
CENTIPEDE $27.95
ATARI
APPLE
.$29.7 5 PACMAN $27.95
.S29-75 DONKEY KONG $27.95
.$29.75 DIG DUG $27.95
.$29.75 DEFENDER $27.95
$29.75 CENTIPEDE $27.95
48 K RAM
64 K RAM
..S75.00
. .S99.00
ATARI WRITER S79.0O
KOALA TOUCHTABLTT... $99.75 KGALATOOCHTABLET... $69.76 KQALATOUCHTABLET... $84.75
DEADLINE $34.75
ENCHANTER $34.75
INFIDEL $34.75
PLANETFALL $34.75
STAR CROSS $34,75
SUSPENDED S34.7S
WITNESS S34.75
ZORK I $34.75
ZORK II S34.75
i ZORK III S34.75
..$34.75
.$34.75
$34.75
.$34,75
.$34.75
.$34,75
.$34.75
.$34.75
.$34,75
.S34.75
..$34.75
.$34.75
.$34.75
.$34.75
.$34.75
.S34.75
.$34.75
.S34.75
.$34.75
.S34.75
BUSINESS
'"•'"Ic $159.75
L«t1«r Pertact 489,75
L9tt«r Perfect S80,75
DatBp»rt»rt tesi/S
TEXTWIZZARD $34.75
SPELL WIZZARD $34.75
FN* H»n«B»r . . , $09.75
Mom* Fll* Mgr j^q j^
BookHpar SUs'ts
'-■"•'■^ $199,75
A
ATARI
(■ompuiehi forpeopk.
O
09 TO ORDER
CALL TOLL FREE Or s«nd ofdef 10
800-233-8760 pTs'rsor
iCustomer Service 1-71 7-327-1 825 Jersey Shore. PA 1774C
POLICY
In-Stock Items shipped within 24 hou'S or order. Personal
checks require tour weeks cJearance before shippmg. No
deposit on C.O-D. orders. Free shipping on prepaid cash orders
within the continental US. PA residents add sales ta^. All
products subject to availability and price change. Advertised
prices show A\i discount offered for cash, add 4^ for Master
Card or Visa. DEALER INQUIRIES INVITED.
^^5SS5KMSS*
YOU CAN'T TELL
A DISK DRIVE
BY ITS COVER!!
WITH A HAPPY ENHANCEMENT INSTALLED THESE ARE
THE MOST POWERFUL DISK DRIVES FOR YOUR ATARI COMPUTER
WARP SPEED SOFTWARE DISK READING AND WRITING 500% FASTER
HAPPY BACKUP — Easy to use backup of even the most heavily protected disks
HAPPY COMPACTOR - Combines 8 disks into 1 disk with a menu
WARP SPEED DOS - Improved Atari DOS 2. OS with WARP SPEED reading & writing
SECTOR COPIER — Whole disk read, write and verify in 105 seconds
1050 ENHANCEMENT - Supports single, 1050 double, and true double density
810 ENHANCEMENT — Supports single density
SPECIAL SUGGESTED RETAIL PRICE: Get the HAPPY ENHANCEI^ENT 810 or 1050 version with Ihe HAPPY BACKUP PROGRAM.
plu< Ihe mulii drive HAPPY BACKUP PROGRAM, plus the HAPPY COMPACTOR PROGRAM, plus ihe HAPPY DRIVE DOS, plus the
HAPPY SECTOR COPY, ail with WARP DRIVE SPEED, including our diagnostic, a S350.00 value for only $249.95. for a limited time only!
Pncc includes shipping by air mail lo U.S.A. and Canada, l-'oreign orders add $10.00 and send an international money order payable through a
U.S.A. bank, California orders add S 16.2.5 state sales tax. Cashiers check or money order for immediate shipment from stock Personal checks require
'Z'.'i u'eeks lo clear. Cash COD available by phone order and charges will be added. No credit card orders accepted. EtSHANCF.MENTS for other
ATARI compatible drivt>s coming soon, call for information SpectTy 1050 or 810 ENHANCEMENT, all 1050s use the same ENHANCEMENT
Please speafy -H model for all HIO disk drives purchased neiv after February 19H2. call for help in 810 ENHANCEMENT model selection. Dealers
now,' throughout the world, call for the number of the dealer closest to you . ATAKI b a rtijBtered IrademaA d Aran Compuru! Inr
HAPPY COMPUTERS, INC.
p. O. Box 1268 • Morgan Hill. California 95037
(408) 779-3830
190 COMPirrei N/lay1984
DUST
COVERS
For Personal Coinputers, Peripherals,
Game Units-Protective, Long-Lasting
Vinyl Resists Both Dust and Liquids.
- CHOICE OF COLORS —
Amdek
IBM PC
Apple
Mattel
Atari
Rana Systems
BMC
Sanyo
Commodore
Star Micronies
Coleco
Tl 99/4
Epson
TRS80
Franklin
Ace
PLUS OTHERS
GROUP/VOLUME DISCOUNTS AVAILABLE
FOR FREE BROCHURE WRITE:
ENCHANTED FOREST
P.O. Box 5261 , Newport Beach, CA92662
(1 129 W. Balboa Btud.)
Dealer Inquiries Invited
RENT SOFTWARE
1-2-3 Lotus 99.00*
Home Accountant . . , ,15.00*
PFS: Write 28.00*
VisiCalc 50.00*
FREE CATALOG
*Ask about our membership
Games /Business/ utilities /Education
1-800-221-1031 California
1-800-221-4568 AI! others
619-481-0559 San Diego
Catalog ot Computers and Suppfies
Our prices are WHOLESALE + 10%
Samples!!!
ATARI 850 INTERFACE — S220
Compucat — $163
ATARI 1027 PRINTER — $350
Compucat — S265
We support the complete ATAfll and
COMMODORE product lines.
Ask for Our free price Jist-
You may Ofder in the regular manner or
download our TefeCaiafog and order
from your computer or terminal-
(408) 353-1836
Instant shipping (or as last as v^e can). Mastercard &
Visa Accepted (no extra charge). Shipping & handling
add 5% California cusiomers add 6. 5% sales lax. Order
by phong (Mon, Fn, 10 am - 5 pm PST}. Order dy
modem (daily 6 pm- 9 am) Irom our online TeleCatalog,
COMPUCAT
24600 Glenwood Hwy., Los Gatos. CA 95030
SAVE MORE
THAN EVER ON
/ 3M Scotch®
^ DISKETTES
LIFETIME WARRANTY!
g-igc rv^t C-
035
" ■*»*» 5H-DSDD TT
1 Q.,20 <^«t- i
5'.i-SSQD-96TPl|746) . .
a-ssso(74cij
rSSDD(7411
e- DSDO [7431
«2.6(} ea
jarsoa
S2.l)5 Bi
(2.50 ei
S3.10ea
Shipplnfl: SVi- DlSKETTlS— Add W 00 per 100 Or (radxy-
trieteot 6" PLSKETTES— Add S4 00 pw 100 or traeixr.
inerftql OTHEfi ITEMS Shipping cnarges as snown ir.
acHJttKin 10 AskoUe shippng charges P«ym*M; VISA or
MasierCflrfl COO cxOers onfy. add 53 00. Taxu: Ifereis
cxjsiomera. pWase add S*'>
Hlourt: 9 AM-5 PM C»fttnl Time
Fof fiiT ftarvic* emit
Nationwide: 1-B00-621-6827
In Illinois: 312-^44-2788
DISK WORLD!
Suite 4806 ' 30 East Huron Sireel - Chicago, iltnas 60611
Authorized Distributor
Intormation Processing Products
QU ICK RECORD
Full tur-jiof •dttlrta
tJnllnlt*ci 'fivlds i»*r record
3of-t bv smv *t»ld
Full ■c.i-»»n foriBAt
Dyi»*nlc n*nu
Flrld rrpl Icartiori
Quick R»cord Is « f«^-t wid vkiy in#thod a-f
hivldling a(«t*. It !■ «axy to \»*r-n y*t
r»t*in« thw pDiu»r n*»d»d In m drnXm b«s*.
SPECIFY DISK FORrtflT
Trv^st*r 123 *54e. BO
ProuH^it»r 9316 *39a.Ba
r Tri S^C Soft**r»
TK« CcMBput#r OIH
Ood»» Cltv^ KS 6?Baj
C31fi> £25-2628
CO0'« <*dd »5. e«) F08 CCIod«« City, KS>
2 u**^^ -for ch*<iUa K5 Rwicftnt* kdd Ay,
STOCK HELPER"
Commodore 64"
stock HELPER Is a tool to maintain a his-
tory of stock prices and market indicators
on tJisketle, to display charts, and to cal-
culate moving averages. Stock HELPER
was designed and written by a "weekend
investor" for other weekend investors.
•jg* S30.00 plus $1.25 shipping,
Canadians may pay 537,50 CDN plus St 55 shipping.
(M)agreeable software, inc.
5925 fwlagnoiia Lane • Plymouth, MN 55442
(612)559-1108
HELPER is a trademark of (M)agrBeable Software. Inc
Commijdore is a traderaark ot CommoUore Electronics Ltd-
Data base
Management
Cz 64 Tape/Disk
H^ Horizon Disk
TRS-80 Disk
Define your own database;
Add; Change; Delete; Print.
Easy to use. Menu ijriven.
OnlyS39.00
Melcomp
P.O.Box 1085
Melbourne, FL 32901
VIC-20
COMMODORE 64
THE RECIPE BOX
Now you can easily store and recall your tavonte
recipes on your Commodore COfnputer. THE RECIPE
BOX is a complete menu-dnven disk system It^at
cornes witht lliese additional features:
SEARCH By INGREDIENT - Only have a pound of
hamburger m thelreezer? LetTHE RECIPE BOX show
you all the recipes that you have on file that use ham-
tHjrger. or any other ingredient you choose-
SEARCH BY CATEGORY/ifJGREDIENT - Any
comW nation of the atjove.
AUTOf^ATIC fVlEASUREMENT - THE RECiPE BOX
wili automatically scale up or down the amount of
ingredientsyou need according to how manyservings
you want.
SCREEN OR PRINTED OUTPUT - Have printed
copies to use m the kitchen or give to friends.
THE RECIPE BOX requires one disk drive and will
run on a 5K VIC-20, Commodore 64, Please specify.
Send check or money order for 2 1 .95 to:
Ari«s Marketing Co.
P.O. Box 41 96
4200 Shannon Driva
Baltimora, MD 21205
MD rcsidanti add 9% salts tax
BREAK-THRU
ONLY
$3495
A cornpad and inexpensive Eprom eraser for the
hacker, it erases two chips per exposure, so if you
are one of those stnart people who only makes little
mistakes anij only needs to erase two Eproms at
a time, this eraser is for you.
'^LLinC CO.
7755 e. Evans ■
1602) 9987650
Suite 400
■ Sconsdale,AZ85260
Arizona residents add S% lax
NEC® 2000/3500
Replacement Ribbons
Multlstrlke & Nylon
ivianufactured by Aspen Ribbons. Inc.
Buy direct from manufacturer & save.
Standard ink color is black. Red, green,
blue. & brown colors are available for
S2,00 extra— nylon.
PRICES
NEC" 2000/3500
MS
S3.25!oS6.00ea.
NEC- 2000/3500
Nylon
S4.75 to S9.00 ea.
Price depends on quantity ordered.
CALL FOR FREE CATALOGUE.
'Aspen Ribbons. Inc is not affiliated with any
company meniiored in this ac
Aspen Ribbons, Inc. i7oon ssthSt
Boulder. CO 80301 -2796 (303 1444 -4054
Telex; 45-0055 End User: 800-525.0646
Wholesale: 800-525-9966
GREAT DISKETTES
Super low prices
SYNCOM
The low priced. 1119(1 quality diskette with a LIFETIME WAR-
RANTY Packed m polybags of 10 with Tyvek envelopes
labBls and reinforced hubs.
One of tlie best buys we've seen l>J.<iH",ii.l.TTTni
SI
39 *^^^^^^=°° $-185
5Y7^ SV4-DSDDea.» |
QTY20
OTMEII QREAT VALUE!:
DISKETTE 7D— Holds 70 S'i' diskettes in dust free
safely $14.95 ea. -1- $3.00 Shpng.
DISK CADDIES— F[ip up style holds 10 5W tliskettes
S1.65 ea, -1 .20 Shpng
Shipping: 5V,- DISKETTES— Add S3,00 per 100 or Irac.
tion thereof OTHER ITEMS: Shipping charges as shown in
addition to diskette shipping charges. Paymant; VISA or HC.
COD orilers only, add S3.00. Tares: Illinois customers,
please add 6%.
Nationwide: 1-800-621-6827
In Illinois: 1-312-944-278B
IM WILL BUT UIV H4TI0IU1LV lUtVERTISED PfUCe
DHKHrOilLD!
Suiie 4BD6 ' 3& Easl Hjicn Streel • CtiicapD Illinois 6t}6tl
rviay1984 COMPUTE! 191
Advertisers Index
Reader Service Number/ Advertiser Page
102 Aardvark Action Software 113
Abacus Software 143
Abati LO-20 Printer 53
103 AB Computers 127
Academy Software 126
Aries Marl<eting Co 191
ArtwofK 77
104 Aspen Ribbons, Inc 191
Atari, Inc 4
105 Batteries Included 31
106 Batteries Included 43
107 Brady Communications, Inc 26,27
108 Col-Abco/Peripherals Division 95
CAP. Software Inc 167
109 Cardco.Inc IBC
Cass-A-Tapes 87
Commodore Computers BC
110 Compucat 191
Compu-Qutie Designs 183
111 CompuServe 11
112 CompuServe 76
ComputAbiliti' 149
Thie Computer Book Club 99
113 Computer Mail Order 186,187
114 ComputerMat 135
115 Computer Outlet 137
Computer Warehouse 146
Cosmic Com puters Unlimited 125
Creative SofK^/Gre 71
116 CTRL Heoltti Software 87
117 Datamost Inc 69
DesignWare 35
1ia Disk World! 131
119 Disk World! 191
120 Disk World! 191
121 Dymarclndustries, Inc 57
122 Eastern House 122
Electronic Arts 15
123 Elek-Teklnc 131
Enctianted Forest 190
Epyx 39
Epyx 41
ErenchSilk 72
Frontrunner Computer Industries 122
FunSoft 63
124 Fulurehouse 7
Reader Service Number/ Advertiser Page
125 Gardner Computers inc 167
126 Handle SofhA/are Inc 61
Happy Computers, Inc 190
127 Harmony Video & Computers 172
Hytec Systems 51
128 IBM 22,23
Indus Systems 97
Joson-Ranheim 152
129 Kalglo 72
130 Krell Softwore Corp 81
Leading Edge Products. Inc IFC
131 Lyco Computer Morlteti ng & Consu Itants
188,189
(Mjagreeable Software, Inc 191
Maxell 19
Ivlelcomp 191
IVlicro-Sys Distributors 129
132 IVlicroWare 72
IVlicro World Electronix, Inc 119
133 Micro Worx 116
Midwest Micro Inc 152
Mosaic Electronics, Inc 9
Muse Software 55
134 Nibble Nofcfi 130
Pacific Exclianges 173
Pacific Exctianges 174
Pacific Exchanges 175
Pacific Exchanges 183
Porsec Research 158
Powerbyte Software 172
135 Precision Software, Inc 79
136 Professional Software Inc 1
137 Protecto Enterprizes 107
138 Protecto Enterprizes 108,109
139 Protecto Enterprizes 110,111
140 l?eader's Digest 47
Reston Computer Group 17
Resfon Computer Group 21
Reston Software 13
Reston Software 25
141 Richvale Telecommunications 83
142 SAVE 158
Scholastic Wizware 36,37
143 Screenplay 67
SM Software Inc 144
SM Software Inc 144
Reader Service Number/ Advertiser Poge
SM Software Inc 145
SM Software Inc 145
144 SoftPeople Inc 73
145 SoftRent 190
SoftwareCity 119
Software Unlimited 131
146 Sophisticated Software of America .. 87
Spinnoker Z3
Strategic Simulations Inc 93
147 subLOGIC Corporotion 39
148 SuchADeal 133
149 Systems Management Associates .... 117
3-G Company, Inc 141
150 Timeworks, Inc 59
Tri S/C Software 191
WallingCo 191
YorklO 172
COMPUTErs GAZETTE Bock issues 183
COMPUTErs PC & PCjr Subscription 65
192 COMPUTE! May 198(5
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Zip
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Please Include zip code, Expirofion 7/31/84
C0584
COMPUTE
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COMPUTE
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Circle 101 for a one year new U.S. subscription to
corviPUTEt you will be billed for $24.
Please print or type your fuH name and address
Limit one card per person.
Name
Address
City
Circle 101 for a one year new U.S. subscription to
COMPUTE! you will be billed for $24.
Please print or type your full name and address.
Limit one cord per person.
Name
Address
City
State/Province
Zip
State/Province
Zip
Country
Country
Please include zip code. Expirofion 7/31/84
C05S4
Please include zip code. Expirolion 7/31/84
C05B4
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"Commodore-ready",
i^r. and ready for you NOW!
"Cardcorder" DC/ 1 , Data Cassette Recorder/Player
Introducing the "CARDCORDER", Model
DC/1 , ttie Computer Cassette ttiat is
"Commodore-ready," designed for storage
and retrieval of computer data efficiently,
economically; witti consistent performance. Yet,
this fine CARDCO product is priced lower than
any similar product with special quality features.
Includes standard connector which is
"Commodore-ready"; LED "save" indicator light
v/hich confirms data recording on to the tape;
handles up to 120 minutes (60 minutes on each
side) of any standard tape including existing
pre-recorded commercial as well as personal
data tapes intended for use with Commodoce
f^ Personal Computers; ready to go . . . just pli
in and record efficiently.
CARDCO's "CARDCORDER" COMPUTER
CASSETTE is a quality data cassette recorder/
Sk player in an attractive polystyrene case, with all
the standard cassette functions:
record . . . play . . . rewind . . . fast forward . . .
stop and eject . . . pause. A solid-state
designed product of the finest components with
auto-stop.
The "CAR[X:ORDER" DC/1 carries a 90 day
warranty to original owners.
All CARDCO products are available at your local
cardco, inc.
,13Mattiewson Wichita, Kansas 67214 (316)267-6625
■nriie woitd's kirgesr monufacturer of Commodore accessories."
Commodofe'" Is a leglstetod IradeiTKirk ot ComiiKxJoro8u«lne«i Systems, mc
■V